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Texture2D

2D textures hold basic "single image" textures (although technically they can contain multiple mipmap levels). They hold image memory of a certain format and size, determined at initialization time. They can be read from using shaders and written to by attaching them to frame buffers.

Most texture related functionality is implemented by and documented on the Texture base class. For additional information, see OpenGL Wiki.

Usage

Construct a new texture from an image

const texture = new Texture2D(gl, {
  data: image,
  parameters: {
    [GL.TEXTURE_MAG_FILTER]: GL.NEAREST,
    [GL.TEXTURE_MIN_FILTER]: GL.NEAREST
  },
  pixelStore: {
    [GL.UNPACK_FLIP_Y_WEBGL]: true,
  },
  mipmaps: true
});

Construct a texture initialized with a data array

const texture = new Texture2D(gl, {
  width: 2,
  height: 1,
  format: GL.RGB,
  data: new Uint8Array([255, 0, 0,  0, 0, 255]),
  parameters: {
    [GL.TEXTURE_MAG_FILTER]: GL.NEAREST,
    [GL.TEXTURE_MIN_FILTER]: GL.NEAREST
  },
  pixelStore: {
    [GL.UNPACK_FLIP_Y_WEBGL]: true
  },
  mipmaps: true
});

Construct an empty 1x1 texture

const texture = new Texture2D(gl);

Resize it (this clears the texture).

texture.resize({width: 10, height: 10});

Write a sub image into the texture

texture.setSubImageData({pixels, x, y, width, height, level, type, dataFormat});

Accessing elements

console.log(
  texture2D.width,
  texture2D.height,
  texture2D.format,
  texture2D.type,
  texture2D.getParameter(GL.TEXTURE_MAG_FILTER)
);

Methods

constructor(gl : WebGLRenderingContext, props : Object | data : any)

import {Texture2D} from '@luma.gl/core'
const texture1 = new Texture2D(gl, {
  data: ...,
  width: ...,
  height: ...,
  mipmaps: ...,
  format: ...,
  type: ...,
  dataFormat: ...,
  parameters: ...
});

There is also a short form where the image data (or a promise resolving to the image data) can be the second argument of the constructor:

import {Texture2D} from '@luma.gl/core';
import {loadImage} from '@loaders.gl/core';

const texture1 = new Texture2D(gl, loadImage(url));
// equivalent to
const texture1 = new Texture2D(gl, {data: loadImage(url)});
  • gl (WebGLRenderingContext) - gl context
  • data=null (*) - If not provided (null), a solid color texture will be allocated of the specified size.
  • width=0 (Number) - The width of the texture.
  • height=0 (Number) - The height of the texture.
  • mipmaps= - (Boolean) - Generates mipmaps when true.
  • format=GL.RGBA (GLenum ) - internal format that WebGL should use.
  • type= (enum) - type of pixel data (GL.UNSIGNED_BYTE, GL.FLOAT etc). Default is autodeduced from format.
  • dataFormat= (GLenum) - internal format that WebGL should use. Default is autodeduced from format.
  • parameters={} (object) - map of texture sampler parameters.
  • pixelStore={} (object) - map of pixel store parameters (controls how data is interpreted when Textures are initialized from memory)

Notes:

  • setting mipmaps to true when format set to RGB32F will fail, even though RGB32F is supported texture format (with EXTcolorbuffer_float), it is not supported as renderable format.

Note that since many of the constructor parameters are common to all the Texture classes they are detailed in Texture. Pixel store parameters are specified in State Management