Types

   
type Rendering.Texture

Functions

   
Rendering.compareTextures(p0, p1) [ESF] Bool compareTextures(Texture, Texture)
Rendering.createBitmapFromTexture(p0, p1) [ESF] E_Bitmap createBitmapFromTexture(RenderingContext,E_Texture)
Rendering.createChessTexture(p0, p1, p2) [ESF] Texture createChessTexture(width,height,fieldSize_powOfTwo)
Rendering.createColorPixelAccessor(p0, p1) [ESF] PixelAccessor|Void createColorPixelAccessor(RenderingContext, Texture)
Rendering.createColorTexture(p0, p1, p2, p3, p4, p5, p6 [, p7]) [ESF] Texture createColorTexture(TextureType, Number width, Number height, Number numLayers, Util:TypeConstant, Number numComponents, Bool filtering, Bool clampToEdge)
Rendering.createDataTexture(p0, p1, p2, p3, p4, p5) [ESF] Texture createDataTexture(TextureType, Number width, Number height, Number numLayers, Util:TypeConstant, Number numComponents)
Rendering.createDepthPixelAccessor(p0, p1) [ESF] PixelAccessor|Void createDepthPixelAccessor(RenderingContext, Texture)
Rendering.createDepthTexture(p0, p1 [, p2]) [ESF] Texture createDepthTexture(Number width, Number height, [Number layers])
Rendering.createHDRCubeTexture(p0, p1) [ESF] Texture createHDRCubeTexture(Number size,alpha)
Rendering.createHDRDepthTexture(p0, p1 [, p2]) [ESF] Texture createHDRDepthTexture(Number width, Number height, [Number layers])
Rendering.createHDRTexture(p0, p1, p2) [ESF] Texture createHDRTexture(width,height,alpha)
Rendering.createMultisampleDepthTexture(p0, p1 [, p2]) [ESF] Texture createMultisampleDepthTexture(Number width, Number height, [Number samples])
Rendering.createMultisampleTexture(p0, p1, p2 [, p3]) [ESF] Texture createStdTexture(width,height,alpha,[Number samples])
Rendering.createNoiseTexture(p0, p1, p2 [, p3]) [ESF] Texture createNoiseTexture(width,height,alpha[,scaling=1.0])
Rendering.createRedTexture(p0, p1) [ESF] Texture createRedTexture(width,height)
Rendering.createStdCubeTexture(p0, p1) [ESF] Texture createStdCubeTexture(Number size,alpha)
Rendering.createStdTexture(p0, p1, p2) [ESF] Texture createStdTexture(width,height,alpha)
Rendering.createStencilPixelAccessor(p0, p1) [ESF] PixelAccessor|Void createStencilPixelAccessor(RenderingContext, Texture)
Rendering.createTextureFromBitmap(p0 [, p1 [, p2 [, p3]]]) [ESF] Texture createTextureFromBitmap(Util.Bitmap[,bool clampToEdges=false]])
Rendering.createTextureFromFile(p0 [, p1 [, p2]]) [ESF] Texture createTextureFromFile(String fileName, [Texture::TextureTyp, int layerNum])
Rendering.createTextureFromScreen([p0 [, p1]]) [ESF] Texture createTextureFromScreen( Rect screenRect,bool alpha=true] | [bool alpha=true])
Rendering.drawTextureToScreen(p0, p1, p2, p3) [ESF] void drawTextureToScreen(RenderingContext,screenRect,(Texture,textureRect) | (TextureArray,textureRectArray))
Rendering.haveSameFormat(p0, p1) [ESF] Bool haveSameFormat(Texture, Texture)
Rendering.minDepthDistance(p0, p1, p2) [ESF] Number minDepthDistance(RenderingContext, Texture, Texture);
Rendering.saveTexture(p0, p1, p2) [ESF] Bool saveTexture(RenderingContext,Texture tex, String fileName)
Rendering.updateTextureFromScreen(p0, p1 [, p2 [, p3 [, p4]]]) [ESF] void updateTextureFromScreen( RenderingContext,[Texture,textureRect,screenX=0,screenY=0] )