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 and face.
The format the pixel data is in. Ignored for compressed formats.
Defaults to BufferDataType.unsignedByte
Generated using TypeDoc
Generic GPU texture store, wrapping
WebGLTexture.