How supplied texture data is interpreted.
For non-compressed textures, this means included channels and channel formats.
See TextureFormat
.
For compressed textures, this is the actual storage format.
See CompressedTextureStorageFormat
Texture width in pixels.
Texture height in pixels.
Generates a complete mip-chain.
Returns the underlying WebGLTexture
object once ready.
The underlying WebGLTexture
object.
Returns the underlying WebGLTexture
object if ready, or null
otherwise.
Use getTexture()
to wait until the texture is ready.
WebGLTexture
if ready, null
otherwise.
If ready, binds the texture to the relevant binding point.
true
if the texture has been successfully bound, false
otherwise.
Flags the underlying WebGLTexture
object for deletion.
Uploads an array of pixels to the GPU.
An object containing the pixel data per level.
The format the pixel data is in. Ignored for compressed formats.
Defaults to BufferDataType.unsignedByte
Generated using TypeDoc
Generic GPU texture store, wrapping
WebGLTexture
.