Creates a new texture from the specified base texture.
The base texture.
The scale of the normal.
The uv set to use (0 or 1).
This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
Update ID is observed by sprites and TextureMatrix instances. Call updateUvs() to increment it.
The WebGL UV data cache. Can be used as quad UV.
The base texture that this texture uses.
Anchor point that is used as default if sprite is created with this texture.
Changing the defaultAnchor
at a later point of time will not update Sprite's anchor point.
Does this Texture have any frame data assigned to it?
This mode is enabled automatically if no frame was passed inside constructor.
In this mode texture is subscribed to baseTexture events, and fires update
on any change.
Beware, after loading or resize of baseTexture event can fired two times! If you want more control, subscribe on baseTexture itself.
texture.on('update', () => {});
Any assignment of frame
switches off noFrame
mode.
This is the area of original texture, before it was put in atlas.
The ids under which this Texture has been added to the texture cache. This is automatically set as long as Texture.addToCache is used, but may not be set if a Texture is added directly to the TextureCache array.
The transform to use for this texture.
This is the trimmed area of original texture, before it was put in atlas
Please call updateUvs()
after you change coordinates of trim
manually.
Default TextureMatrix instance for this texture. By default, that object is not created because its heavy.
This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
The frame specifies the region of the base texture that this texture uses.
Please call updateUvs()
after you change coordinates of frame
manually.
The frame specifies the region of the base texture that this texture uses.
Please call updateUvs()
after you change coordinates of frame
manually.
The height of the Texture in pixels.
Returns resolution of baseTexture
Indicates whether the texture is rotated inside the atlas set to 2 to compensate for texture packer rotation set to 6 to compensate for spine packer rotation can be used to rotate or mirror sprites See {@link PIXI.groupD8} for explanation
Indicates whether the texture is rotated inside the atlas set to 2 to compensate for texture packer rotation set to 6 to compensate for spine packer rotation can be used to rotate or mirror sprites See {@link PIXI.groupD8} for explanation
The width of the Texture in pixels.
An empty texture, used often to not have to create multiple empty textures. Can not be destroyed.
A white texture of 16x16 size, used for graphics and other things Can not be destroyed.
Utility function for BaseTexture|Texture cast.
Creates a new texture object that acts the same as this one.
Destroys this texture
Calls each of the listeners registered for a given event.
Return an array listing the events for which the emitter has registered listeners.
Return the number of listeners listening to a given event.
Return the listeners registered for a given event.
Add a listener for a given event.
Called when the base texture is updated
The base texture.
Add a one-time listener for a given event.
Remove all listeners, or those of the specified event.
Remove the listeners of a given event.
Updates this texture on the gpu.
Calls the TextureResource update.
If you adjusted frame
manually, please call updateUvs()
instead.
Updates the internal WebGL UV cache. Use it after you change frame
or trim
of the texture.
Call it after changing the frame
Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.
The Texture to add to the cache.
The id that the Texture will be stored against.
Helper function that creates a new Texture based on the source you provide. The source can be - frame id, image url, video url, canvas element, video element, base texture
Source or array of sources to create texture from
See {@link PIXI.BaseTexture}'s constructor for options.
The newly created texture
Create a new Texture with a BufferResource from a Float32Array. RGBA values are floats from 0 to 1.
The optional array to use, if no data is provided, a new Float32Array is created.
Width of the resource
Height of the resource
See {@link PIXI.BaseTexture}'s constructor for options.
Create a texture from a source and add to the cache.
The input source.
File name of texture, for cache and resolving resolution.
Human readable name for the texture cache. If no name is
specified, only imageUrl
will be used as the cache ID.
Useful for loading textures via URLs. Use instead of Texture.from
because
it does a better job of handling failed URLs more effectively. This also ignores
PIXI.settings.STRICT_TEXTURE_CACHE
. Works for Videos, SVGs, Images.
The remote URL or array of URLs to load.
Optional options to include
Remove a Texture from the global TextureCache.
id of a Texture to be removed, or a Texture instance itself
Generated using TypeDoc
Represents a texture which holds specific data for a normal map.