Protected_Protected_Protected_Protected_OptionalbaseOptionalclearActivates this texture as the current render target.
Whether to clear the render target after activation.
OptionalclearColor: ColorDeactivates this texture, returning rendering to the default frame buffer.
Destroys the framebuffer, renderbuffer, and base texture.
Get the color at a pixel in the render texture.
X coordinate in logical pixel space (top-left origin).
Y coordinate in logical pixel space (top-left origin).
Get raw pixels from the render texture.
X coordinate in logical pixel space (top-left origin).
Y coordinate in logical pixel space (top-left origin).
Width of the region to read.
Height of the region to read.
Creates a new Texture representing a sub-region of this Texture.
The x coordinate in pixels, relative to this texture's logical start.
The y coordinate in pixels, relative to this texture's logical start.
The width of the sub-texture in pixels.
The height of the sub-texture in pixels.
A new Texture pointing to the sub-region.
Resizes the render texture using a grow-only GPU allocation strategy.
This makes it safe to call every frame with varying sizes (e.g. inside applyFilters).
New logical width.
New logical height.
Force full GPU reallocation regardless of current allocation size.
Sets the base texture and increments its reference count.
The BaseTexture instance.
The current Texture instance.
Sets the visible region (clipping) in pixels relative to the BaseTexture.
The x coordinate in pixels.
The y coordinate in pixels.
The width in pixels.
The height in pixels.
The current Texture instance.
Utility to split this texture into a grid of sprite textures. Sub-textures will respect the current UV offsets.
The width of each cell in pixels.
The height of each cell in pixels.
Optionalcols: numberOptional number of columns. Truncates based on texture width if omitted.
Optionalrows: numberOptional number of rows. Truncates based on texture height if omitted.
Optional pixel gap between cells.
An array of split Textures.
StaticfromCreates a Texture directly from an image source, bypassing the TextureManager.
The image element, canvas, video, or bitmap.
Optional antialias and wrap mode settings.
A texture that can be rendered to (wraps a WebGL Framebuffer).