TextureArray¶
-
class
moderngl.
TextureArray
¶ An Array Texture is a Texture where each mipmap level contains an array of images of the same size. Array textures may have Mipmaps, but each mipmap in the texture has the same number of levels.
A TextureArray object cannot be instantiated directly, it requires a context. Use
Context.texture_array()
to create one.
Create¶
-
Context.
texture_array
(size, components, data=None, alignment=1, dtype='f1') → TextureArray Create a
TextureArray
object.Parameters: - size (tuple) – The
(width, height, layers)
of the texture. - components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture. The size must be
(width, height * layers)
so each layer is stacked vertically.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture3D
object- size (tuple) – The
Methods¶
-
TextureArray.
read
(alignment=1) → bytes¶ Read the content of the texture array into a buffer.
Keyword Arguments: alignment (int) – The byte alignment of the pixels. Returns: bytes
-
TextureArray.
read_into
(buffer, alignment=1, write_offset=0)¶ Read the content of the texture array into a buffer.
Parameters: buffer (bytearray) – The buffer that will receive the pixels.
Keyword Arguments: - alignment (int) – The byte alignment of the pixels.
- write_offset (int) – The write offset.
-
TextureArray.
write
(data, viewport=None, alignment=1)¶ Update the content of the texture array.
Parameters: - data (bytes) – The pixel data.
- viewport (tuple) – The viewport.
Keyword Arguments: alignment (int) – The byte alignment of the pixels.
-
TextureArray.
build_mipmaps
(base=0, max_level=1000)¶ Generate mipmaps.
This also changes the texture filter to
LINEAR_MIPMAP_LINEAR, LINEAR
(Will be removed in6.x
)Keyword Arguments: - base (int) – The base level
- max_level (int) – The maximum levels to generate
-
TextureArray.
use
(location=0)¶ Bind the texture array.
Parameters: location (int) – The texture location. Same as the integer value that is used for sampler2D uniforms in the shaders. The value 0
will bind the texture to theGL_TEXTURE0
binding point.
Attributes¶
-
TextureArray.
repeat_x
¶ The x repeat flag for the texture (Default
True
)Example:
# Enable texture repeat (GL_REPEAT) texture.repeat_x = True # Disable texture repeat (GL_CLAMP_TO_EDGE) texture.repeat_x = False
Type: bool
-
TextureArray.
repeat_y
¶ The y repeat flag for the texture (Default
True
)Example:
# Enable texture repeat (GL_REPEAT) texture.repeat_y = True # Disable texture repeat (GL_CLAMP_TO_EDGE) texture.repeat_y = False
Type: bool
-
TextureArray.
filter
¶ The minification and magnification filter for the texture. (Default
(moderngl.LINEAR. moderngl.LINEAR)
)Example:
texture.filter == (monderngl.NEAREST, moderngl.NEAREST) texture.filter == (monderngl.LINEAR_MIPMAP_LINEAR, moderngl.LINEAR) texture.filter == (monderngl.NEAREST_MIPMAP_LINEAR, moderngl.NEAREST) texture.filter == (monderngl.LINEAR_MIPMAP_NEAREST, moderngl.NEAREST)
Type: tuple
-
TextureArray.
swizzle
¶ The swizzle mask of the texture (Default
'RGBA'
).The swizzle mask change/reorder the
vec4
value returned by thetexture()
function in a GLSL shaders. This is represented by a 4 character string were each character can be:'R' GL_RED 'G' GL_GREEN 'B' GL_BLUE 'A' GL_ALPHA '0' GL_ZERO '1' GL_ONE
Example:
# Alpha channel will always return 1.0 texture.swizzle = 'RGB1' # Only return the red component. The rest is masked to 0.0 texture.swizzle = 'R000' # Reverse the components texture.swizzle = 'ABGR'
Type: str
-
TextureArray.
anisotropy
¶ Number of samples for anisotropic filtering (Default
1.0
). The value will be clamped in range1.0
andctx.max_anisotropy
.Any value greater than 1.0 counts as a use of anisotropic filtering:
# Disable anisotropic filtering texture.anisotropy = 1.0 # Enable anisotropic filtering suggesting 16 samples as a maximum texture.anisotropy = 16.0
Type: float
-
TextureArray.
width
¶ The width of the texture array.
Type: int
-
TextureArray.
height
¶ The height of the texture array.
Type: int
-
TextureArray.
layers
¶ The number of layers of the texture array.
Type: int
-
TextureArray.
size
¶ The size of the texture array.
Type: tuple
-
TextureArray.
dtype
¶ Data type.
Type: str
-
TextureArray.
components
¶ The number of components of the texture array.
Type: int
-
TextureArray.
glo
¶ The internal OpenGL object. This values is provided for debug purposes only.
Type: int
-
TextureArray.
extra
¶ Any - Attribute for storing user defined objects