Texture3D#

class Texture3D#

Returned by Context.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.

Methods#

Texture3D.read()#
Texture3D.read_into()#
Texture3D.write()#
Texture3D.build_mipmaps()#
Texture3D.bind_to_image()#
Texture3D.use()#
Texture3D.release()#
Texture3D.get_handle()#

Attributes#

Texture3D.repeat_x#
Texture3D.repeat_y#
Texture3D.repeat_z#
Texture3D.filter#
Texture3D.swizzle#
Texture3D.width#
Texture3D.height#
Texture3D.depth#
Texture3D.size#
Texture3D.dtype#
Texture3D.components#
Texture3D.ctx: Context#

The context this object belongs to

Texture3D.glo: int#

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

Texture3D.extra: Any#

User defined data.