Textures¶
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Context.
texture
(size, components, data=None, samples=0, floats=False) → Texture Create a
Texture
.Parameters: - size (tuple) – The width and height of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
- 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) – The width and height of the texture.
- data (bytes) – Content of the texture.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
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.-
read
(alignment=1) → bytes¶ Read the content of the texture into a buffer.
Keyword Arguments: alignment (int) – The byte alignment of the pixels. Returns: the pixels Return type: bytes
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read_into
(buffer, alignment=1, write_offset=0)¶ Read the content of the texture 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.
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write
(data, viewport=None)¶ Update the content of the texture.
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build_mipmaps
(base=0, max_level=1000)¶ Generate mipmaps.
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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 0
will bind the texture to theGL_TEXTURE0
binding point.
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repeat_x
¶ bool – The repeat_x of the texture.
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repeat_y
¶ bool – The repeat_y of the texture.
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filter
¶ TextureFilter – The filter of the texture.
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swizzle
¶ str – The swizzle of the texture.
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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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