VolumeTexture

Represents a 3D texture, also known as a volume texture. A volume texture is a set of texture data stored in a 3D space, identified by its width, height, and depth dimensions. It can be used in various applications, such as 3D data visualization, texture maps for 3D objects, and more.

Types

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object Companion

Properties

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actual abstract val depth: Int
expect abstract val depth: Int
actual abstract val depth: Int
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actual abstract val format: ColorFormat
expect abstract val format: ColorFormat
actual abstract val format: ColorFormat
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actual abstract val height: Int
expect abstract val height: Int
actual abstract val height: Int
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actual abstract val levels: Int
expect abstract val levels: Int
actual abstract val levels: Int
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actual abstract val session: Session?
expect abstract val session: Session?
actual abstract val session: Session?
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actual abstract val type: ColorType
expect abstract val type: ColorType
actual abstract val type: ColorType
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actual abstract val width: Int
expect abstract val width: Int
actual abstract val width: Int

Functions

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actual abstract fun bind(textureUnit: Int)
expect abstract fun bind(textureUnit: Int = 0)
actual abstract fun bind(textureUnit: Int)
close
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abstract fun close()
expect abstract fun close()
expect abstract fun close()
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actual abstract fun copyTo(target: ColorBuffer, layer: Int, fromLevel: Int, toLevel: Int)
expect abstract fun copyTo(target: ColorBuffer, layer: Int, fromLevel: Int = 0, toLevel: Int = 0)
actual abstract fun copyTo(target: ColorBuffer, layer: Int, fromLevel: Int, toLevel: Int)
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actual abstract fun destroy()
expect abstract fun destroy()
actual abstract fun destroy()
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abstract fun fill(color: ERROR CLASS: Symbol not found for ColorRGBa)
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actual abstract fun filter(min: MinifyingFilter, mag: MagnifyingFilter)
expect abstract fun filter(min: MinifyingFilter, mag: MagnifyingFilter)
actual abstract fun filter(min: MinifyingFilter, mag: MagnifyingFilter)
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actual abstract fun generateMipmaps()
expect abstract fun generateMipmaps()

Generates mipmaps for the 3D texture. Mipmaps are a series of precomputed smaller textures derived from the base level texture, used for efficient rendering at varying distances or levels of detail.

actual abstract fun generateMipmaps()
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abstract fun read(target: ByteBuffer, targetFormat: ColorFormat = format, targetType: ColorType = type, level: Int = 0)
abstract fun read(layer: Int, target: ByteBuffer, targetFormat: ColorFormat = format, targetType: ColorType = type, level: Int = 0)
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abstract fun write(source: ByteBuffer, sourceFormat: ColorFormat = format, sourceType: ColorType = type, level: Int = 0)
abstract fun write(layer: Int, source: ByteBuffer, sourceFormat: ColorFormat = format, sourceType: ColorType = type, level: Int = 0)