babylon.rawTexture.ts 2.5 KB

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  1. module BABYLON {
  2. export class RawTexture extends Texture {
  3. constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {
  4. super(null, scene, !generateMipMaps, invertY);
  5. this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
  6. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  7. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  8. }
  9. // Statics
  10. public static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): RawTexture {
  11. return new RawTexture(data, width, height, Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  12. }
  13. public static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): RawTexture {
  14. return new RawTexture(data, width, height, Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  15. }
  16. public static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): RawTexture {
  17. return new RawTexture(data, width, height, Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  18. }
  19. public static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): RawTexture {
  20. return new RawTexture(data, width, height, Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
  21. }
  22. public static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): RawTexture {
  23. return new RawTexture(data, width, height, Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
  24. }
  25. }
  26. }