Class RefractionTexture
Hierarchy
-
RenderTargetTexture
- RefractionTexture
Implements
Index
Constructors
Properties
- active
Camera - animations
- anisotropic
Filtering Level - bounding
Box Position - clear
Color - coordinates
Index - custom
IsReady Function - custom
Render Function - delay
Load State - depth
- get
Alpha FromRGB - get
Custom Render List - homogeneous
Rotation InUVTransform - ignore
Camera Viewport - inspectable
Custom Properties - invertZ
- is
Render Target - level
- metadata
- name
- on
After Render Observable - on
After Unbind Observable - on
Before Bind Observable - on
Before Render Observable - on
Clear Observable - on
Dispose Observable - on
Load Observable - on
Resize Observable - refraction
Plane - render
List Predicate - render
Particles - render
Sprites - reserved
Data Store - u
Ang - u
Offset - u
Rotation Center - u
Scale - unique
Id - url
- use
Camera Post Processes - v
Ang - v
Offset - v
Rotation Center - v
Scale - w
Ang - w
Rotation Center - wrapR
- BILINEAR_
SAMPLINGMODE - CLAMP_
ADDRESSMODE - CUBIC_
MODE - DEFAULT_
ANISOTROPIC_ FILTERING_ LEVEL - EQUIRECTANGULAR_
MODE - EXPLICIT_
MODE - FIXED_
EQUIRECTANGULAR_ MIRRORED_ MODE - FIXED_
EQUIRECTANGULAR_ MODE - Force
Serialize Buffers - INVCUBIC_
MODE - LINEAR_
LINEAR - LINEAR_
LINEAR_ MIPLINEAR - LINEAR_
LINEAR_ MIPNEAREST - LINEAR_
NEAREST - LINEAR_
NEAREST_ MIPLINEAR - LINEAR_
NEAREST_ MIPNEAREST - MIRROR_
ADDRESSMODE - NEAREST_
LINEAR - NEAREST_
LINEAR_ MIPLINEAR - NEAREST_
LINEAR_ MIPNEAREST - NEAREST_
NEAREST - NEAREST_
NEAREST_ MIPLINEAR - NEAREST_
NEAREST_ MIPNEAREST - NEAREST_
SAMPLINGMODE - PLANAR_
MODE - PROJECTION_
MODE - REFRESHRATE_
RENDER_ ONCE - REFRESHRATE_
RENDER_ ONEVERYFRAME - REFRESHRATE_
RENDER_ ONEVERYTWOFRAMES - SKYBOX_
MODE - SPHERICAL_
MODE - Serialize
Buffers - TRILINEAR_
SAMPLINGMODE - Use
Serialized Url IfAny - WRAP_
ADDRESSMODE
Accessors
- bounding
Box Size - can
Rescale - coordinates
Mode - depth
Stencil Texture - gamma
Space - has
Alpha - invertY
- irradiance
Texture - is2DArray
- is3D
- is
Blocking - is
Cube - isRGBD
- linear
SpecularLOD - lod
Generation Offset - lod
Generation Scale - mime
Type - no
Mipmap - on
After Render - on
After Unbind - on
Before Render - on
Clear - on
Dispose - refresh
Rate - render
List - render
Target Options - samples
- sampling
Mode - texture
Format - texture
Type - uid
- wrapU
- wrapV
Methods
- add
Post Process - check
Transforms Are Identical - clear
Post Processes - clone
- create
Depth Stencil Texture - dispose
- dispose
Framebuffer Objects - free
Rendering Groups - get
Base Size - get
Class Name - get
Internal Texture - get
Reflection Texture Matrix - get
Render Height - get
Render Layers - get
Render Size - get
Render Width - get
Scene - get
Size - get
Texture Matrix - get
View Count - is
Ready - is
Ready OrNot Blocking - read
Pixels - release
Internal Texture - remove
Post Process - render
- reset
Refresh Counter - resize
- scale
- serialize
- set
Rendering Auto Clear Depth Stencil - set
Rendering Order - to
String - update
Sampling Mode - updateURL
- Create
From Base64 String - Load
From Data String - Parse
- When
All Ready
Constructors
constructor
-
Creates a refraction texture used by refraction channel of the standard material. It is like a mirror but to see through a material.
Parameters
-
name: string
Define the texture name
-
size: number
Define the size of the underlying texture
-
scene: Scene
Define the scene the refraction belongs to
-
Optional generateMipMaps: boolean
Define if we need to generate mips level for the refraction
Returns RefractionTexture
-
Properties
active CameraSearch playground for activeCamera
Define the camera used to render the texture.
animationsSearch playground for animations
Define the list of animation attached to the texture.
anisotropic Filtering LevelSearch playground for anisotropicFilteringLevel
With compliant hardware and browser (supporting anisotropic filtering) this defines the level of anisotropic filtering in the texture. The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
bounding Box PositionSearch playground for boundingBoxPosition
Gets or sets the center of the bounding box associated with the texture (when in cube mode) It must define where the camera used to render the texture is set
clear ColorSearch playground for clearColor
Define the clear color of the Render Target if it should be different from the scene.
coordinates IndexSearch playground for coordinatesIndex
Define the UV chanel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.
custom IsReady FunctionSearch playground for customIsReadyFunction
Override the mesh isReady function with your own one.
Type declaration
-
-
Parameters
-
mesh: AbstractMesh
-
refreshRate: number
Returns boolean
-
-
custom Render FunctionSearch playground for customRenderFunction
Override the render function of the texture with your own one.
Type declaration
-
-
Parameters
-
opaqueSubMeshes: SmartArray<SubMesh>
-
alphaTestSubMeshes: SmartArray<SubMesh>
-
transparentSubMeshes: SmartArray<SubMesh>
-
depthOnlySubMeshes: SmartArray<SubMesh>
-
Optional beforeTransparents: () => void
-
-
Returns void
-
-
Returns void
-
-
delay Load StateSearch playground for delayLoadState
Define the current state of the loading sequence when in delayed load mode.
depthSearch playground for depth
Define how deep under the surface we should see.
get Alpha FromRGBSearch playground for getAlphaFromRGB
Defines if the alpha value should be determined via the rgb values. If true the luminance of the pixel might be used to find the corresponding alpha value.
get Custom Render ListSearch playground for getCustomRenderList
Use this function to overload the renderList array at rendering time. Return null to render with the curent renderList, else return the list of meshes to use for rendering. For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of the cube (if the RTT is a cube, else layerOrFace=0). The renderList passed to the function is the current render list (the one that will be used if the function returns null). The length of this list is passed through renderListLength: don't use renderList.length directly because the array can hold dummy elements!
Type declaration
-
-
Parameters
-
layerOrFace: number
-
renderList: Nullable<Immutable<Array<AbstractMesh>>>
-
renderListLength: number
Returns Nullable<Array<AbstractMesh>>
-
-
homogeneous Rotation InUVTransformSearch playground for homogeneousRotationInUVTransform
Sets this property to true to avoid deformations when rotating the texture with non-uniform scaling
ignore Camera ViewportSearch playground for ignoreCameraViewport
Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
invertZSearch playground for invertZ
Is Z inverted in the texture (useful in a cube texture).
is Render TargetSearch playground for isRenderTarget
Define if the texture is a render target.
levelSearch playground for level
Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture
metadataSearch playground for metadata
Gets or sets an object used to store user defined information.
nameSearch playground for name
Define the name of the texture.
on After Render ObservableSearch playground for onAfterRenderObservable
An event triggered after rendering the texture
on After Unbind ObservableSearch playground for onAfterUnbindObservable
An event triggered when the texture is unbind.
on Before Bind ObservableSearch playground for onBeforeBindObservable
An event triggered when the texture is unbind.
on Before Render ObservableSearch playground for onBeforeRenderObservable
An event triggered before rendering the texture
on Clear ObservableSearch playground for onClearObservable
An event triggered after the texture clear
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the texture is disposed.
on Load ObservableSearch playground for onLoadObservable
Observable triggered once the texture has been loaded.
on Resize ObservableSearch playground for onResizeObservable
An event triggered when the texture is resized.
refraction PlaneSearch playground for refractionPlane
Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor. It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
render List PredicateSearch playground for renderListPredicate
Use this predicate to dynamically define the list of mesh you want to render. If set, the renderList property will be overwritten.
Type declaration
-
-
Parameters
-
AbstractMesh: AbstractMesh
Returns boolean
-
-
render ParticlesSearch playground for renderParticles
Define if particles should be rendered in your texture.
render SpritesSearch playground for renderSprites
Define if sprites should be rendered in your texture.
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
u AngSearch playground for uAng
Define an offset on the texture to rotate around the u coordinates of the UVs
u OffsetSearch playground for uOffset
Define an offset on the texture to offset the u coordinates of the UVs
u Rotation CenterSearch playground for uRotationCenter
Defines the center of rotation (U)
u ScaleSearch playground for uScale
Define an offset on the texture to scale the u coordinates of the UVs
unique IdSearch playground for uniqueId
Gets or sets the unique id of the texture
urlSearch playground for url
Define the url of the texture.
use Camera Post ProcessesSearch playground for useCameraPostProcesses
Define if camera post processes should be use while rendering the texture.
v AngSearch playground for vAng
Define an offset on the texture to rotate around the v coordinates of the UVs
v OffsetSearch playground for vOffset
Define an offset on the texture to offset the v coordinates of the UVs
v Rotation CenterSearch playground for vRotationCenter
Defines the center of rotation (V)
v ScaleSearch playground for vScale
Define an offset on the texture to scale the v coordinates of the UVs
w AngSearch playground for wAng
Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
w Rotation CenterSearch playground for wRotationCenter
Defines the center of rotation (W)
wrapRSearch playground for wrapR
Value | Type | Description |
---|---|---|
0 | CLAMP_ADDRESSMODE | |
1 | WRAP_ADDRESSMODE | |
2 | MIRROR_ADDRESSMODE |
Static Readonly BILINEAR_ SAMPLINGMODESearch playground for BILINEAR_SAMPLINGMODE
Bilinear is mag = linear and min = linear and mip = nearest
Static Readonly CLAMP_ ADDRESSMODESearch playground for CLAMP_ADDRESSMODE
Texture is not repeating outside of 0..1 UVs
Static Readonly CUBIC_ MODESearch playground for CUBIC_MODE
Cubic coordinates mode
Static DEFAULT_ ANISOTROPIC_ FILTERING_ LEVELSearch playground for DEFAULT_ANISOTROPIC_FILTERING_LEVEL
Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.
Static Readonly EQUIRECTANGULAR_ MODESearch playground for EQUIRECTANGULAR_MODE
Equirectangular coordinates mode
Static Readonly EXPLICIT_ MODESearch playground for EXPLICIT_MODE
Explicit coordinates mode
Static Readonly FIXED_ EQUIRECTANGULAR_ MIRRORED_ MODESearch playground for FIXED_EQUIRECTANGULAR_MIRRORED_MODE
Equirectangular Fixed Mirrored coordinates mode
Static Readonly FIXED_ EQUIRECTANGULAR_ MODESearch playground for FIXED_EQUIRECTANGULAR_MODE
Equirectangular Fixed coordinates mode
Static Force Serialize BuffersSearch playground for ForceSerializeBuffers
Gets or sets a general boolean used to indicate that texture buffers must be saved as part of the serialization process. If no buffer exists, one will be created as base64 string from the internal webgl data.
Static Readonly INVCUBIC_ MODESearch playground for INVCUBIC_MODE
Inverse Cubic coordinates mode
Static Readonly LINEAR_ LINEARSearch playground for LINEAR_LINEAR
mag = linear and min = linear and mip = none
Static Readonly LINEAR_ LINEAR_ MIPLINEARSearch playground for LINEAR_LINEAR_MIPLINEAR
Trilinear is mag = linear and min = linear and mip = linear
Static Readonly LINEAR_ LINEAR_ MIPNEARESTSearch playground for LINEAR_LINEAR_MIPNEAREST
Bilinear is mag = linear and min = linear and mip = nearest
Static Readonly LINEAR_ NEARESTSearch playground for LINEAR_NEAREST
mag = linear and min = nearest and mip = none
Static Readonly LINEAR_ NEAREST_ MIPLINEARSearch playground for LINEAR_NEAREST_MIPLINEAR
mag = linear and min = nearest and mip = linear
Static Readonly LINEAR_ NEAREST_ MIPNEARESTSearch playground for LINEAR_NEAREST_MIPNEAREST
mag = linear and min = nearest and mip = nearest
Static Readonly MIRROR_ ADDRESSMODESearch playground for MIRROR_ADDRESSMODE
Texture is repeating and mirrored
Static Readonly NEAREST_ LINEARSearch playground for NEAREST_LINEAR
mag = nearest and min = linear and mip = none
Static Readonly NEAREST_ LINEAR_ MIPLINEARSearch playground for NEAREST_LINEAR_MIPLINEAR
mag = nearest and min = linear and mip = linear
Static Readonly NEAREST_ LINEAR_ MIPNEARESTSearch playground for NEAREST_LINEAR_MIPNEAREST
mag = nearest and min = linear and mip = nearest
Static Readonly NEAREST_ NEARESTSearch playground for NEAREST_NEAREST
mag = nearest and min = nearest and mip = none
Static Readonly NEAREST_ NEAREST_ MIPLINEARSearch playground for NEAREST_NEAREST_MIPLINEAR
nearest is mag = nearest and min = nearest and mip = linear
Static Readonly NEAREST_ NEAREST_ MIPNEARESTSearch playground for NEAREST_NEAREST_MIPNEAREST
mag = nearest and min = nearest and mip = nearest
Static Readonly NEAREST_ SAMPLINGMODESearch playground for NEAREST_SAMPLINGMODE
nearest is mag = nearest and min = nearest and mip = linear
Static Readonly PLANAR_ MODESearch playground for PLANAR_MODE
Planar coordinates mode
Static Readonly PROJECTION_ MODESearch playground for PROJECTION_MODE
Projection coordinates mode
Static Readonly REFRESHRATE_ RENDER_ ONCESearch playground for REFRESHRATE_RENDER_ONCE
The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
Static Readonly REFRESHRATE_ RENDER_ ONEVERYFRAMESearch playground for REFRESHRATE_RENDER_ONEVERYFRAME
The texture will only be rendered rendered every frame and is recomended for dynamic contents.
Static Readonly REFRESHRATE_ RENDER_ ONEVERYTWOFRAMESSearch playground for REFRESHRATE_RENDER_ONEVERYTWOFRAMES
The texture will be rendered every 2 frames which could be enough if your dynamic objects are not the central point of your effect and can save a lot of performances.
Static Readonly SKYBOX_ MODESearch playground for SKYBOX_MODE
Inverse Cubic coordinates mode
Static Readonly SPHERICAL_ MODESearch playground for SPHERICAL_MODE
Spherical coordinates mode
Static Serialize BuffersSearch playground for SerializeBuffers
Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
Static Readonly TRILINEAR_ SAMPLINGMODESearch playground for TRILINEAR_SAMPLINGMODE
Trilinear is mag = linear and min = linear and mip = linear
Static Use Serialized Url IfAnySearch playground for UseSerializedUrlIfAny
Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
Static Readonly WRAP_ ADDRESSMODESearch playground for WRAP_ADDRESSMODE
Texture is repeating outside of 0..1 UVs
Accessors
bounding Box Size
-
Gets or sets the size of the bounding box associated with the texture (when in cube mode) When defined, the cubemap will switch to local mode
Returns Vector3
-
Gets or sets the size of the bounding box associated with the texture (when in cube mode) When defined, the cubemap will switch to local mode
Parameters
-
value: Vector3
Returns any
-
can Rescale
-
Get if the texture can be rescaled or not.
Returns boolean
coordinates Mode
-
How a texture is mapped.
Value Type Description 0 EXPLICIT_MODE 1 SPHERICAL_MODE 2 PLANAR_MODE 3 CUBIC_MODE 4 PROJECTION_MODE 5 SKYBOX_MODE 6 INVCUBIC_MODE 7 EQUIRECTANGULAR_MODE 8 FIXED_EQUIRECTANGULAR_MODE 9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE Returns number
-
How a texture is mapped.
Value Type Description 0 EXPLICIT_MODE 1 SPHERICAL_MODE 2 PLANAR_MODE 3 CUBIC_MODE 4 PROJECTION_MODE 5 SKYBOX_MODE 6 INVCUBIC_MODE 7 EQUIRECTANGULAR_MODE 8 FIXED_EQUIRECTANGULAR_MODE 9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE Parameters
-
value: number
Returns any
-
depth Stencil Texture
-
In case the RTT has been created with a depth texture, get the associated depth texture. Otherwise, return null.
Returns Nullable<InternalTexture>
gamma Space
-
Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials
Returns boolean
-
Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials
Parameters
-
gamma: boolean
Returns any
-
has Alpha
-
Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
Returns boolean
-
Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
Parameters
-
value: boolean
Returns any
-
invertY
-
Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
Returns boolean
irradiance Texture
-
In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
Returns Nullable<BaseTexture>
-
In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
Parameters
-
value: Nullable<BaseTexture>
Returns any
-
is2DArray
-
Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
Returns boolean
-
Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
Parameters
-
value: boolean
Returns any
-
is3D
-
Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
Returns boolean
-
Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
Parameters
-
value: boolean
Returns any
-
is Blocking
-
Is the texture preventing material to render while loading. If false, a default texture will be used instead of the loading one during the preparation step.
Returns boolean
-
Is the texture preventing material to render while loading. If false, a default texture will be used instead of the loading one during the preparation step.
Parameters
-
value: boolean
Returns any
-
is Cube
-
Define if the texture is a cube texture or if false a 2d texture.
Returns boolean
-
Define if the texture is a cube texture or if false a 2d texture.
Parameters
-
value: boolean
Returns any
-
isRGBD
-
Gets or sets whether or not the texture contains RGBD data.
Returns boolean
-
Gets or sets whether or not the texture contains RGBD data.
Parameters
-
value: boolean
Returns any
-
linear SpecularLOD
-
With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.
Returns boolean
-
With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.
Parameters
-
value: boolean
Returns any
-
lod Generation Offset
-
With prefiltered texture, defined the offset used during the prefiltering steps.
Returns number
-
With prefiltered texture, defined the offset used during the prefiltering steps.
Parameters
-
value: number
Returns any
-
lod Generation Scale
-
With prefiltered texture, defined the scale used during the prefiltering steps.
Returns number
-
With prefiltered texture, defined the scale used during the prefiltering steps.
Parameters
-
value: number
Returns any
-
mime Type
-
Returns the texture mime type if it was defined by a loader (undefined else)
Returns string | undefined
no Mipmap
-
Are mip maps generated for this texture or not.
Returns boolean
on After Render
-
Set a after render callback in the texture. This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
Parameters
-
callback: (faceIndex: number) => void
-
-
Parameters
-
faceIndex: number
Returns void
-
-
-
Returns any
-
on After Unbind
-
Set a after unbind callback in the texture. This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Before Render
-
Set a before render callback in the texture. This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
Parameters
-
callback: (faceIndex: number) => void
-
-
Parameters
-
faceIndex: number
Returns void
-
-
-
Returns any
-
on Clear
on Dispose
-
Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
refresh Rate
-
Define the refresh rate of the texture or the rendering frequency. Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
Returns number
-
Define the refresh rate of the texture or the rendering frequency. Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
Parameters
-
value: number
Returns any
-
render List
-
Use this list to define the list of mesh you want to render.
Returns Nullable<Array<AbstractMesh>>
-
Use this list to define the list of mesh you want to render.
Parameters
-
value: Nullable<Array<AbstractMesh>>
Returns any
-
render Target Options
-
Gets render target creation options that were used.
Returns RenderTargetCreationOptions
samples
-
Define the number of samples to use in case of MSAA. It defaults to one meaning no MSAA has been enabled.
Returns number
-
Define the number of samples to use in case of MSAA. It defaults to one meaning no MSAA has been enabled.
Parameters
-
value: number
Returns any
-
sampling Mode
-
Get the current sampling mode associated with the texture.
Returns number
texture Format
-
Get the texture underlying format (RGB, RGBA...)
Returns number
texture Type
-
Get the texture underlying type (INT, FLOAT...)
Returns number
uid
-
Define the unique id of the texture in the scene.
Returns string
wrapU
-
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Returns number
-
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Parameters
-
value: number
Returns any
-
wrapV
-
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Returns number
-
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Parameters
-
value: number
Returns any
-
Methods
add Post ProcessSearch playground for addPostProcess
-
Adds a post process to the render target rendering passes.
Parameters
-
postProcess: PostProcess
define the post process to add
Returns void
-
check Transforms Are IdenticalSearch playground for checkTransformsAreIdentical
clear Post ProcessesSearch playground for clearPostProcesses
-
Clear all the post processes attached to the render target
Parameters
-
Optional dispose: boolean
define if the cleared post processesshould also be disposed (false by default)
Returns void
-
cloneSearch playground for clone
-
Clone the refraction texture.
Returns RefractionTexture
the cloned texture
create Depth Stencil TextureSearch playground for createDepthStencilTexture
-
Creates a depth stencil texture. This is only available in WebGL 2 or with the depth texture extension available.
Parameters
-
Optional comparisonFunction: number
Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
-
Optional bilinearFiltering: boolean
Specifies whether or not bilinear filtering is enable on the texture
-
Optional generateStencil: boolean
Specifies whether or not a stencil should be allocated in the texture
-
Optional samples: number
sample count of the depth/stencil texture
Returns void
-
disposeSearch playground for dispose
-
Dispose the texture and release its associated resources.
Returns void
dispose Framebuffer ObjectsSearch playground for disposeFramebufferObjects
-
This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
Returns void
free Rendering GroupsSearch playground for freeRenderingGroups
-
Clear the info related to rendering groups preventing retention point in material dispose.
Returns void
get Base SizeSearch playground for getBaseSize
-
Get the base size of the texture. It can be different from the size if the texture has been resized for POT for instance
Returns ISize
the base size
get Class NameSearch playground for getClassName
-
Get the current class name of the texture useful for serialization or dynamic coding.
Returns string
"Texture"
get Internal TextureSearch playground for getInternalTexture
-
Get the underlying lower level texture from Babylon.
Returns Nullable<InternalTexture>
the insternal texture
get Reflection Texture MatrixSearch playground for getReflectionTextureMatrix
-
Get the texture reflection matrix used to rotate/transform the reflection.
Returns Matrix
the reflection matrix
get Render HeightSearch playground for getRenderHeight
-
Gets the actual render height of the texture.
Returns number
the height of the render size
get Render LayersSearch playground for getRenderLayers
-
Gets the actual number of layers of the texture.
Returns number
the number of layers
get Render SizeSearch playground for getRenderSize
-
Gets the actual render size of the texture.
Returns number
the width of the render size
get Render WidthSearch playground for getRenderWidth
-
Gets the actual render width of the texture.
Returns number
the width of the render size
get SceneSearch playground for getScene
get SizeSearch playground for getSize
-
Get the size of the texture.
Returns ISize
the texture size.
get Texture MatrixSearch playground for getTextureMatrix
-
Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
Parameters
-
Optional uBase: number
Returns Matrix
the transform matrix of the texture.
-
get View CountSearch playground for getViewCount
-
Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
Returns number
the view count
is ReadySearch playground for isReady
-
Get if the texture is ready to be used (downloaded, converted, mip mapped...).
Returns boolean
true if fully ready
is Ready OrNot BlockingSearch playground for isReadyOrNotBlocking
-
Get if the texture is ready to be consumed (either it is ready or it is not blocking)
Returns boolean
true if ready or not blocking
read PixelsSearch playground for readPixels
-
Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer. This will returns an RGBA array buffer containing either in values (0-255) or float values (0-1) depending of the underlying buffer type.
Parameters
-
Optional faceIndex: number
defines the face of the texture to read (in case of cube texture)
-
Optional level: number
defines the LOD level of the texture to read (in case of Mip Maps)
-
Optional buffer: Nullable<ArrayBufferView>
defines a user defined buffer to fill with data (can be null)
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Optional flushRenderer: boolean
true to flush the renderer from the pending commands before reading the pixels
Returns Nullable<Promise<ArrayBufferView>>
The Array buffer promise containing the pixels data.
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release Internal TextureSearch playground for releaseInternalTexture
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Release and destroy the underlying lower level texture aka internalTexture.
Returns void
remove Post ProcessSearch playground for removePostProcess
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Remove one of the post process from the list of attached post processes to the texture
Parameters
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postProcess: PostProcess
define the post process to remove from the list
Returns void
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renderSearch playground for render
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Renders all the objects from the render list into the texture.
Parameters
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Optional useCameraPostProcess: boolean
Define if camera post processes should be used during the rendering
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Optional dumpForDebug: boolean
Define if the rendering result should be dumped (copied) for debugging purpose
Returns void
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reset Refresh CounterSearch playground for resetRefreshCounter
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Resets the refresh counter of the texture and start bak from scratch. Could be useful to regenerate the texture if it is setup to render only once.
Returns void
resizeSearch playground for resize
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Resize the texture to a new desired size. Be carrefull as it will recreate all the data in the new texture.
Parameters
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size: number | { height: number; width: number } | { ratio: number }
Define the new size. It can be:
- a number for squared texture,
- an object containing { width: number, height: number }
- or an object containing a ratio { ratio: number }
Returns void
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scaleSearch playground for scale
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Resize the texture using a ratio.
Parameters
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ratio: number
the ratio to apply to the texture size in order to compute the new target size
Returns void
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serializeSearch playground for serialize
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Serialize the texture to a JSON representation you could use in Parse later on
Returns any
the serialized JSON representation
set Rendering Auto Clear Depth StencilSearch playground for setRenderingAutoClearDepthStencil
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Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
Parameters
-
renderingGroupId: number
The rendering group id corresponding to its index
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autoClearDepthStencil: boolean
Automatically clears depth and stencil between groups if true.
Returns void
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set Rendering OrderSearch playground for setRenderingOrder
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Overrides the default sort function applied in the renderging group to prepare the meshes. This allowed control for front to back rendering or reversly depending of the special needs.
Parameters
-
renderingGroupId: number
The rendering group id corresponding to its index
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Optional opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>
The opaque queue comparison function use to sort.
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Optional alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>
The alpha test queue comparison function use to sort.
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Optional transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>
The transparent queue comparison function use to sort.
Returns void
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to StringSearch playground for toString
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Return a string representation of the texture.
Returns string
the texture as a string
update Sampling ModeSearch playground for updateSamplingMode
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Update the sampling mode of the texture. Default is Trilinear mode.
Value Type Description 1 NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR Nearest is: mag = nearest, min = nearest, mip = linear 2 BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST Bilinear is: mag = linear, min = linear, mip = nearest 3 TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR Trilinear is: mag = linear, min = linear, mip = linear 4 NEAREST_NEAREST_MIPNEAREST 5 NEAREST_LINEAR_MIPNEAREST 6 NEAREST_LINEAR_MIPLINEAR 7 NEAREST_LINEAR 8 NEAREST_NEAREST 9 LINEAR_NEAREST_MIPNEAREST 10 LINEAR_NEAREST_MIPLINEAR 11 LINEAR_LINEAR 12 LINEAR_NEAREST mag: magnification filter (close to the viewer) min: minification filter (far from the viewer) mip: filter used between mip map levels
Parameters
-
samplingMode: number
Define the new sampling mode of the texture
Returns void
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updateURLSearch playground for updateURL
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Update the url (and optional buffer) of this texture if url was null during construction.
Parameters
-
url: string
the url of the texture
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Optional buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>
the buffer of the texture (defaults to null)
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Optional onLoad: () => void
callback called when the texture is loaded (defaults to null)
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-
Returns void
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Returns void
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Static Create From Base64 StringSearch playground for CreateFromBase64String
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Creates a texture from its base 64 representation.
Parameters
-
data: string
Define the base64 payload without the data: prefix
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name: string
Define the name of the texture in the scene useful fo caching purpose for instance
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scene: Scene
Define the scene the texture should belong to
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Optional noMipmap: boolean
Forces the texture to not create mip map information if true
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Optional invertY: boolean
define if the texture needs to be inverted on the y axis during loading
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Optional samplingMode: number
define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
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Optional onLoad: Nullable<() => void>
define a callback triggered when the texture has been loaded
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Optional onError: Nullable<() => void>
define a callback triggered when an error occurred during the loading session
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Optional format: number
define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
Returns Texture
the created texture
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Static Load From Data StringSearch playground for LoadFromDataString
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Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
Parameters
-
name: string
Define the name of the texture in the scene useful fo caching purpose for instance
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buffer: any
define the buffer to load the texture from in case the texture is loaded from a buffer representation
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scene: Scene
Define the scene the texture should belong to
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Optional deleteBuffer: boolean
define if the buffer we are loading the texture from should be deleted after load
-
Optional noMipmap: boolean
Forces the texture to not create mip map information if true
-
Optional invertY: boolean
define if the texture needs to be inverted on the y axis during loading
-
Optional samplingMode: number
define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
-
Optional onLoad: Nullable<() => void>
define a callback triggered when the texture has been loaded
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Optional onError: Nullable<(message?: string, exception?: any) => void>
define a callback triggered when an error occurred during the loading session
-
Optional format: number
define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
Returns Texture
the created texture
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Static ParseSearch playground for Parse
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Parse the JSON representation of a texture in order to recreate the texture in the given scene.
Parameters
-
parsedTexture: any
Define the JSON representation of the texture
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scene: Scene
Define the scene the parsed texture should be instantiated in
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rootUrl: string
Define the root url of the parsing sequence in the case of relative dependencies
Returns Nullable<BaseTexture>
The parsed texture if successful
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Static When All ReadySearch playground for WhenAllReady
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Helper function to be called back once a list of texture contains only ready textures.
Parameters
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textures: BaseTexture[]
Define the list of textures to wait for
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callback: () => void
Define the callback triggered once the entire list will be ready
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-
Returns void
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Returns void
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Creates a refraction texture used by refraction channel of the standard material. It is like a mirror but to see through a material.
https://doc.babylonjs.com/how_to/reflect#refraction