A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code.
Can also be 2D, 3D (multiple slices), or a cube texture (6 slices).
Depth |
Depth of a 3D texture in pixels, or slice count for 2D texture arrays, or 6 for slices of cubemap. |
GenerationData |
Data used by the generator to create the texture |
HasAnimatedSequences |
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Height |
Height of the texture in pixels. |
ImageFormat |
Image format of this texture. |
Index |
Texture index. Bit raw dog and needs a higher level abstraction. |
IsError |
Whether this texture is an error or invalid or not. |
IsLoaded |
Whether this texture has finished loading or not. |
LastUsed |
Returns how many frames ago this texture was last used by the renderer |
Mips |
Number of mip maps this texture has. |
SequenceCount |
The count of sequences in this texture, if any. The rest of the sequence data is encoded into the texture itself. |
SequenceData |
If this texture is a sprite sheet, will return information about the sheet, which
is generally used in the shader. You don't really need to think about the contents. |
Size |
Returns a Vector2 representing the size of the texture (width, height) |
Width |
Width of the texture in pixels. |
Clear |
Clear this texture with a solid color |
CreateGenerator |
If this is a generated texture we'll create and return a generator for it. |
Dispose |
Will release the handle for this texture. If the texture isn't referenced by anything
else it'll be released properly. This will happen anyway because it's called in the destructor.
By calling it manually you're just telling the engine you're done with this texture right now
instead of waiting for the garbage collector. |
GetBitmap |
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GetPixel |
Reads a single pixel color. |
GetPixel3D |
Reads a single pixel color from a volume or array texture. |
GetPixels |
Reads pixel colors from the texture at the specified mip level |
GetPixels3D |
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GetSequenceFrameCount |
Get the frame count for this sequence |
MarkUsed |
Tells texture streaming this texture is being used.
This is usually automatic, but useful for bindless pipelines. |
Update |
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Update3D |
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Create |
Begins creation of a custom texture. Finish by calling Sandbox.Texture2DBuilder.Finish. |
CreateArray |
Begins creation of a custom texture array. Finish by calling Sandbox.TextureArrayBuilder.Finish. |
CreateCube |
Begins creation of a custom cube texture. (A texture with 6 sides) Finish by calling Sandbox.TextureCubeBuilder.Finish. |
CreateCustom |
Begins creation of a custom texture. Finish by calling Sandbox.TextureBuilder.Create(System.String,System.Boolean,System.ReadOnlySpan{System.Byte},System.Int32). |
CreateFromSvgSource |
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CreateRenderTarget |
Begins creation of a render target. Finish by calling Sandbox.TextureBuilder.Create(System.String,System.Boolean,System.ReadOnlySpan{System.Byte},System.Int32). |
CreateVolume |
Begins creation of a custom 3D texture. Finish by calling Sandbox.Texture3DBuilder.Finish. |
Find |
Try to get an already loaded texture. |
Load |
Try to load a texture from given filesystem, by filename. |
LoadAsync |
Load a texture asynchronously. Will return when the texture is loaded and valid.
This is useful when loading textures from the web. |
LoadAvatar |
Load avatar image of a Steam user. |