Texture3D

class moderngl.Texture3D

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 Texture3D object cannot be instantiated directly, it requires a context. Use Context.texture3d() to create one.

Create

Context.texture3d(size, components, data=None, alignment=1, dtype='f1') → Texture3D

Create a Texture3D object.

Parameters:
  • size (tuple) – The width, height and depth of the texture.
  • components (int) – The number of components 1, 2, 3 or 4.
  • data (bytes) – Content of the texture.
Keyword Arguments:
 
  • alignment (int) – The byte alignment 1, 2, 4 or 8.
  • dtype (str) – Data type.
Returns:

Texture3D object

Methods

Texture3D.read(alignment=1) → bytes

Read the content of the texture into a buffer.

Keyword Arguments:
 alignment (int) – The byte alignment of the pixels.
Returns:bytes
Texture3D.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.
Texture3D.write(data, viewport=None, alignment=1)

Update the content of the texture.

Parameters:
  • data (bytes) – The pixel data.
  • viewport (tuple) – The viewport.
Keyword Arguments:
 

alignment (int) – The byte alignment of the pixels.

Texture3D.build_mipmaps(base=0, max_level=1000)

Generate mipmaps.

This also changes the texture filter to LINEAR_MIPMAP_LINEAR, LINEAR (Will be removed in 6.x)

Keyword Arguments:
 
  • base (int) – The base level
  • max_level (int) – The maximum levels to generate
Texture3D.use(location=0)

Bind the texture.

Parameters:location (int) – The texture location. Same as the integer value that is used for sampler3D uniforms in the shaders. The value 0 will bind the texture to the GL_TEXTURE0 binding point.

Attributes

Texture3D.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
Texture3D.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
Texture3D.repeat_z

The z repeat flag for the texture (Default True)

Example:

# Enable texture repeat (GL_REPEAT)
texture.repeat_z = True

# Disable texture repeat (GL_CLAMP_TO_EDGE)
texture.repeat_z = False
Type:bool
Texture3D.filter

The filter of the texture.

Type:tuple
Texture3D.swizzle

The swizzle mask of the texture (Default 'RGBA').

The swizzle mask change/reorder the vec4 value returned by the texture() 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
Texture3D.width

The width of the texture.

Type:int
Texture3D.height

The height of the texture.

Type:int
Texture3D.depth

The depth of the texture.

Type:int
Texture3D.size

The size of the texture.

Type:tuple
Texture3D.dtype

Data type.

Type:str
Texture3D.components

The number of components of the texture.

Type:int
Texture3D.glo

The internal OpenGL object. This values is provided for debug purposes only.

Type:int
Texture3D.extra

Any - Attribute for storing user defined objects