Textures¶
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Context.texture(size, components, data=None, samples=0, floats=False) → Texture Create a
Texture.Parameters: - size (tuple) – Width, height.
- components (int) – The number of components 1, 2, 3 or 4.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
- data (bytes) – Content of the image.
Keyword Arguments: floats (bool) – Use floating point precision.
Returns: texture
Return type:
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Context.depth_texture(size, data=None, samples=0) → Texture Create a
Texture.Parameters: - size (tuple) – Width, height.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
- data (bytes) – Content of the image.
Returns: depth texture
Return type:
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class
Texture¶ A Texture is an OpenGL object that contains one or more images that all have the same image format. A texture can be used in two ways. It can be the source of a texture access from a Shader, or it can be used as a render target.
A Texture object cannot be instantiated directly, it requires a context. Use
Context.texture()orContext.depth_texture()to create one.-
write(self, data, viewport=None)¶ Update the content of the texture.
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use(location=0)¶ Bind the texture.
Parameters: location (int) – The texture location. Same as the integer value that is used for sampler2D uniforms in the shaders. The value 0will bind the texture to theGL_TEXTURE0binding point.
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width¶ int – The width of the texture.
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height¶ int – The height of the texture.
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size¶ tuple – The size of the texture.
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samples¶ int – The number of samples of the texture.
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components¶ int – The number of components of the texture.
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depth¶ bool – Is the texture a depth texture?
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