Class BaseTexture
Hierarchy
Implements
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
Instantiates a new BaseTexture. Base class of all the textures in babylon. It groups all the common properties the materials, post process, lights... might need in order to make a correct use of the texture.
Parameters
Optional sceneOrEngine: Nullable<Scene | ThinEngine>
Define the scene or engine the texture belongs to
Optional internalTexture: Nullable<InternalTexture>
Define the internal texture associated with the texture
Returns BaseTexture
Properties
animationsSearch playground for animations
Define the list of animation attached to the texture.
anisotropic Filtering LevelSearch playground for anisotropicFilteringLevel
With compliant hardware and browser (supporting anisotropic filtering) this defines the level of anisotropic filtering in the texture. The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
delay Load StateSearch playground for delayLoadState
Define the current state of the loading sequence when in delayed load mode.
invertZSearch playground for invertZ
Is Z inverted in the texture (useful in a cube texture).
is Render TargetSearch playground for isRenderTarget
Define if the texture is a render target.
levelSearch playground for level
Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture
metadataSearch playground for metadata
Gets or sets an object used to store user defined information.
nameSearch playground for name
Define the name of the texture.
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the texture is disposed.
optimizeUVAllocationSearch playground for optimizeUVAllocation
Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation. (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
spherical PolynomialSearch playground for sphericalPolynomial
Get the polynomial representation of the texture data. This is mainly use as a fast way to recover IBL Diffuse irradiance data.
unique IdSearch playground for uniqueId
Gets or sets the unique id of the texture
wrapRSearch playground for wrapR
Value | Type | Description |
---|---|---|
0 | CLAMP_ADDRESSMODE | |
1 | WRAP_ADDRESSMODE | |
2 | MIRROR_ADDRESSMODE |
Static DEFAULT_ ANISOTROPIC_ FILTERING_ LEVELSearch playground for DEFAULT_ANISOTROPIC_FILTERING_LEVEL
Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.
Accessors
can Rescale
Get if the texture can rescale.
Returns boolean
coordinates Index
Define the UV channel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.
Returns number
Define the UV channel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.
Parameters
value: number
Returns void
coordinates Mode
How a texture is mapped.
Value Type Description 0 EXPLICIT_MODE 1 SPHERICAL_MODE 2 PLANAR_MODE 3 CUBIC_MODE 4 PROJECTION_MODE 5 SKYBOX_MODE 6 INVCUBIC_MODE 7 EQUIRECTANGULAR_MODE 8 FIXED_EQUIRECTANGULAR_MODE 9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE Returns number
How a texture is mapped.
Value Type Description 0 EXPLICIT_MODE 1 SPHERICAL_MODE 2 PLANAR_MODE 3 CUBIC_MODE 4 PROJECTION_MODE 5 SKYBOX_MODE 6 INVCUBIC_MODE 7 EQUIRECTANGULAR_MODE 8 FIXED_EQUIRECTANGULAR_MODE 9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE Parameters
value: number
Returns void
error Object
If a loading error occurred this object will be populated with information about the error.
Returns undefined | { exception?: any; message?: string }
gamma Space
Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials
Returns boolean
Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials
Parameters
gamma: boolean
Returns void
get Alpha FromRGB
Defines if the alpha value should be determined via the rgb values. If true the luminance of the pixel might be used to find the corresponding alpha value.
Returns boolean
Defines if the alpha value should be determined via the rgb values. If true the luminance of the pixel might be used to find the corresponding alpha value.
Parameters
value: boolean
Returns void
has Alpha
Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
Returns boolean
Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
Parameters
value: boolean
Returns void
irradiance Texture
In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
Returns Nullable<BaseTexture>
In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
Parameters
value: Nullable<BaseTexture>
Returns void
is2DArray
Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
Returns boolean
Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
Parameters
value: boolean
Returns void
is3D
Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
Returns boolean
Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
Parameters
value: boolean
Returns void
is Blocking
Define if the texture is preventing a material to render or not. If not and the texture is not ready, the engine will use a default black texture instead.
Returns boolean
is Cube
Define if the texture is a cube texture or if false a 2d texture.
Returns boolean
Define if the texture is a cube texture or if false a 2d texture.
Parameters
value: boolean
Returns void
isRGBD
Gets or sets whether or not the texture contains RGBD data.
Returns boolean
Gets or sets whether or not the texture contains RGBD data.
Parameters
value: boolean
Returns void
linear SpecularLOD
With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.
Returns boolean
With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.
Parameters
value: boolean
Returns void
loading Error
Was there any loading error?
Returns boolean
lod Generation Offset
With prefiltered texture, defined the offset used during the prefiltering steps.
Returns number
With prefiltered texture, defined the offset used during the prefiltering steps.
Parameters
value: number
Returns void
lod Generation Scale
With prefiltered texture, defined the scale used during the prefiltering steps.
Returns number
With prefiltered texture, defined the scale used during the prefiltering steps.
Parameters
value: number
Returns void
no Mipmap
Are mip maps generated for this texture or not.
Returns boolean
on Dispose
Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.
Parameters
callback: (() => void)
Returns void
Returns void
sampling Mode
Get the current sampling mode associated with the texture.
Returns number
texture Format
Get the texture underlying format (RGB, RGBA...)
Returns number
texture Type
Get the texture underlying type (INT, FLOAT...)
Returns number
uid
Define the unique id of the texture in the scene.
Returns string
wrapU
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Returns number
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Parameters
value: number
Returns void
wrapV
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Returns number
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Parameters
value: number
Returns void
Methods
check Transforms Are IdenticalSearch playground for checkTransformsAreIdentical
Checks if the texture has the same transform matrix than another texture
Parameters
texture: Nullable<BaseTexture>
texture to check against
Returns boolean
true if the transforms are the same, else false
cloneSearch playground for clone
Clones the texture.
Returns Nullable<BaseTexture>
the cloned texture
delay LoadSearch playground for delayLoad
Triggers the load sequence in delayed load mode.
Returns void
disposeSearch playground for dispose
Dispose the texture and release its associated resources.
Returns void
force Spherical Polynomials RecomputeSearch playground for forceSphericalPolynomialsRecompute
Force recomputation of spherical polynomials. Can be useful if you generate a cubemap multiple times (from a probe for eg) and you need the proper polynomials each time
Returns void
get Base SizeSearch playground for getBaseSize
Get the base size of the texture. It can be different from the size if the texture has been resized for POT for instance
Returns ISize
the base size
get Class NameSearch playground for getClassName
Get the class name of the texture.
Returns string
"BaseTexture"
get Internal TextureSearch playground for getInternalTexture
Get the underlying lower level texture from Babylon.
Returns Nullable<InternalTexture>
the internal texture
get Reflection Texture MatrixSearch playground for getReflectionTextureMatrix
Get the texture reflection matrix used to rotate/transform the reflection.
Returns Matrix
the reflection matrix
get SceneSearch playground for getScene
get SizeSearch playground for getSize
Get the size of the texture.
Returns ISize
the texture size.
get Texture MatrixSearch playground for getTextureMatrix
Get the texture transform matrix used to offset tile the texture for instance.
Returns Matrix
the transformation matrix
is ReadySearch playground for isReady
Get if the texture is ready to be used (downloaded, converted, mip mapped...).
Returns boolean
true if fully ready
is Ready Or Not BlockingSearch playground for isReadyOrNotBlocking
Get if the texture is ready to be consumed (either it is ready or it is not blocking)
Returns boolean
true if ready, not blocking or if there was an error loading the texture
read PixelsSearch playground for readPixels
Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer. This will returns an RGBA array buffer containing either in values (0-255) or float values (0-1) depending of the underlying buffer type.
Parameters
Optional faceIndex: number
defines the face of the texture to read (in case of cube texture)
Optional level: number
defines the LOD level of the texture to read (in case of Mip Maps)
Optional buffer: Nullable<ArrayBufferView>
defines a user defined buffer to fill with data (can be null)
Optional flushRenderer: boolean
true to flush the renderer from the pending commands before reading the pixels
Optional noDataConversion: boolean
false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture
Optional x: number
defines the region x coordinates to start reading from (default to 0)
Optional y: number
defines the region y coordinates to start reading from (default to 0)
Optional width: number
defines the region width to read from (default to the texture size at level)
Optional height: number
defines the region width to read from (default to the texture size at level)
Returns Nullable<Promise<ArrayBufferView>>
The Array buffer promise containing the pixels data.
release Internal TextureSearch playground for releaseInternalTexture
Release and destroy the underlying lower level texture aka internalTexture.
Returns void
scaleSearch playground for scale
Scales the texture if is
canRescale()
Parameters
ratio: number
the resize factor we want to use to rescale
Returns void
serializeSearch playground for serialize
Serialize the texture into a JSON representation that can be parsed later on.
Returns any
the JSON representation of the texture
to StringSearch playground for toString
Return a string representation of the texture.
Returns string
the texture as a string
update Sampling ModeSearch playground for updateSamplingMode
Update the sampling mode of the texture. Default is Trilinear mode.
Value Type Description 1 NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR Nearest is: mag = nearest, min = nearest, mip = linear 2 BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST Bilinear is: mag = linear, min = linear, mip = nearest 3 TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR Trilinear is: mag = linear, min = linear, mip = linear 4 NEAREST_NEAREST_MIPNEAREST 5 NEAREST_LINEAR_MIPNEAREST 6 NEAREST_LINEAR_MIPLINEAR 7 NEAREST_LINEAR 8 NEAREST_NEAREST 9 LINEAR_NEAREST_MIPNEAREST 10 LINEAR_NEAREST_MIPLINEAR 11 LINEAR_LINEAR 12 LINEAR_NEAREST mag: magnification filter (close to the viewer) min: minification filter (far from the viewer) mip: filter used between mip map levels
Parameters
samplingMode: number
Define the new sampling mode of the texture
Returns void
Static When All ReadySearch playground for WhenAllReady
Helper function to be called back once a list of texture contains only ready textures.
Parameters
textures: BaseTexture[]
Define the list of textures to wait for
callback: (() => void)
Define the callback triggered once the entire list will be ready
Returns void
Returns void
Base class of all the textures in babylon. It groups all the common properties the materials, post process, lights... might need in order to make a correct use of the texture.