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- import { Texture } from "./texture";
- import "../../Engines/Extensions/engine.rawTexture";
- import type { Nullable } from "../../types";
- import type { Scene } from "../../scene";
- /**
- * Class used to store 2D array textures containing user data
- */
- export declare class RawTexture2DArray extends Texture {
- /** Gets or sets the texture format to use */
- format: number;
- private _depth;
- /**
- * Gets the number of layers of the texture
- */
- get depth(): number;
- /**
- * Create a new RawTexture2DArray
- * @param data defines the data of the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param depth defines the number of layers of the texture
- * @param format defines the texture format to use
- * @param scene defines the hosting scene
- * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
- * @param invertY defines if texture must be stored with Y axis inverted
- * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
- * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
- */
- constructor(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number,
- /** Gets or sets the texture format to use */
- format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number, creationFlags?: number);
- /**
- * Update the texture with new data
- * @param data defines the data to store in the texture
- */
- update(data: ArrayBufferView): void;
- /**
- * Creates a RGBA texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param depth defines the number of layers of the texture
- * @param scene defines the scene the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @returns the RGBA texture
- */
- static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, depth: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture2DArray;
- }
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