Module three_d::core::texture [−][src]
Expand description
Different types of textures used by the GPU to read from and write to.
Structs
A CPU-side version of a TextureCubeMap. All 6 images must have the same dimensions. Can be constructed manually or loaded via Loader.
A 2D color texture that can be rendered into and read from.
Iterator over the 6 side of a cube map.
A 2D depth texture that can be rendered into and read from. See also RenderTarget.
An array of 2D depth textures that can be rendered into and read from. See also RenderTargetArray.
A depth texture cube map that can be rendered into and read from. See also RenderTargetCubeMap.
A 2D texture, basically an image that is transferred to the GPU.
A array of 2D color textures that can be rendered into.
A texture that covers all 6 sides of a cube.
Enums
The 6 sides of a cube map
Type of formats for depth render targets (DepthTargetTexture2D and DepthTargetTexture2DArray).
Possible formats for pixels in a texture.
Possible modes of interpolation which determines the texture output between texture pixels.
Possible wrapping modes for a texture which determines how the texture is applied outside of the [0..1] uv coordinate range.
Traits
A texture that can be sampled in a fragment shader (see use_texture).
A texture array that can be sampled in a fragment shader (see use_texture_array).
A texture cube that can be sampled in a fragment shader (see use_texture_cube).
The basic data type used for each channel of each pixel in a texture.
Type Definitions
A array of 2D color textures that can be rendered into.