Uses of Class
com.raylib.Texture
Packages that use Texture
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Uses of Texture in com.raylib
Methods in com.raylib that return TextureModifier and TypeMethodDescriptionstatic TextureTexture.allocateArray(long elementCount) Allocate an array of Texturestatic TextureTexture.allocateArray(long elementCount, SegmentAllocator allocator) Allocate an array of TextureTexture.getArrayElement(int index) RenderTexture.getDepth()Depth buffer attachment textureFont.getTexture()Texture atlas containing the glyphsMaterialMap.getTexture()Material map textureRenderTexture.getTexture()Color buffer attachment texturestatic TextureRaylib.loadTexture(Arena arena, String fileName) Load texture from file into GPU memory (VRAM)static TextureRaylib.loadTexture(String fileName) Load texture from file into GPU memory (VRAM)static TextureRaylib.loadTextureCubemap(Image image, int layout) Load cubemap from image, multiple image cubemap layouts supportedstatic TextureRaylib.loadTextureCubemap(Arena arena, Image image, int layout) Load cubemap from image, multiple image cubemap layouts supportedstatic TextureRaylib.loadTextureFromImage(Image image) Load texture from image datastatic TextureRaylib.loadTextureFromImage(Arena arena, Image image) Load texture from image dataTexture.setFormat(int value) Data format (PixelFormat type)Texture.setHeight(int value) Texture base heightTexture.setId(int value) OpenGL texture idTexture.setMipmaps(int value) Mipmap levels, 1 by defaultTexture.setWidth(int value) Texture base widthMethods in com.raylib with parameters of type TextureModifier and TypeMethodDescriptionstatic voidRaylib.drawBillboard(Camera3D camera, Texture texture, Vector3 position, float size, Color tint) Draw a billboard texturestatic voidRaylib.drawBillboardPro(Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) Draw a billboard texture defined by source and rotationstatic voidRaylib.drawBillboardRec(Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint) Draw a billboard texture defined by sourcestatic voidRaylib.drawTexture(Texture texture, int posX, int posY, Color tint) Draw a Texture2Dstatic voidRaylib.drawTextureEx(Texture texture, Vector2 position, float rotation, float scale, Color tint) Draw a Texture2D with extended parametersstatic voidRaylib.drawTextureNPatch(Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint) Draws a texture (or part of it) that stretches or shrinks nicelystatic voidRaylib.drawTexturePro(Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) Draw a part of a texture defined by a rectangle with 'pro' parametersstatic voidRaylib.drawTextureRec(Texture texture, Rectangle source, Vector2 position, Color tint) Draw a part of a texture defined by a rectanglestatic voidRaylib.drawTextureV(Texture texture, Vector2 position, Color tint) Draw a Texture2D with position defined as Vector2static voidRaylib.genTextureMipmaps(Texture texture) Generate GPU mipmaps for a texturestatic booleanRaylib.isTextureReady(Texture texture) Check if a texture is readystatic ImageRaylib.loadImageFromTexture(Texture texture) Load image from GPU texture datastatic ImageRaylib.loadImageFromTexture(Arena arena, Texture texture) Load image from GPU texture dataDepth buffer attachment texturestatic voidRaylib.setMaterialTexture(Material material, int mapType, Texture texture) Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)static voidRaylib.setShaderValueTexture(Shader shader, int locIndex, Texture texture) Set shader uniform value for texture (sampler2d)static voidRaylib.setShapesTexture(Texture texture, Rectangle source) Set texture and rectangle to be used on shapes drawingFont.setTexture(Texture value) Texture atlas containing the glyphsMaterialMap.setTexture(Texture value) Material map textureRenderTexture.setTexture(Texture value) Color buffer attachment texturestatic voidRaylib.setTextureFilter(Texture texture, int filter) Set texture scaling filter modestatic voidRaylib.setTextureWrap(Texture texture, int wrap) Set texture wrapping modestatic voidRaylib.unloadTexture(Texture texture) Unload texture from GPU memory (VRAM)static voidRaylib.updateTexture(Texture texture, MemorySegment pixels) Update GPU texture with new datastatic voidRaylib.updateTextureRec(Texture texture, Rectangle rec, MemorySegment pixels) Update GPU texture rectangle with new dataConstructors in com.raylib with parameters of type TextureModifierConstructorDescriptionFont(int baseSize, int glyphCount, int glyphPadding, Texture texture, Rectangle recs, GlyphInfo glyphs) Construct with auto memory allocator and fields initialized as specifiedFont(SegmentAllocator arena, int baseSize, int glyphCount, int glyphPadding, Texture texture, Rectangle recs, GlyphInfo glyphs) Construct with your own memory allocator and fields initialized as specifiedMaterialMap(Texture texture, Color color, float value) Construct with auto memory allocator and fields initialized as specifiedMaterialMap(SegmentAllocator arena, Texture texture, Color color, float value) Construct with your own memory allocator and fields initialized as specifiedRenderTexture(int id, Texture texture, Texture depth) Construct with auto memory allocator and fields initialized as specifiedRenderTexture(SegmentAllocator arena, int id, Texture texture, Texture depth) Construct with your own memory allocator and fields initialized as specified