Texture3D¶
- class Texture3D¶
Returned by
Context.texture3d()
A Texture is an OpenGL object that contains one or more images that all have the same image format.
A texture can be used in two ways. It can be the source of a texture access from a Shader, or it can be used as a render target.
A Texture3D object cannot be instantiated directly, it requires a context. Use
Context.texture3d()
to create one.
Methods¶
- Texture3D.read()¶
- Texture3D.read_into()¶
- Texture3D.write()¶
- Texture3D.build_mipmaps()¶
- Texture3D.bind_to_image()¶
- Texture3D.use()¶
- Texture3D.release()¶
- Texture3D.get_handle()¶
Attributes¶
- Texture3D.repeat_x¶
- Texture3D.repeat_y¶
- Texture3D.repeat_z¶
- Texture3D.filter¶
- Texture3D.swizzle¶
- Texture3D.width¶
- Texture3D.height¶
- Texture3D.depth¶
- Texture3D.size¶
- Texture3D.dtype¶
- Texture3D.components¶
- Texture3D.glo: int¶
The internal OpenGL object. This values is provided for interoperability and debug purposes only.
- Texture3D.extra: Any¶
User defined data.