Optionaloptions: ITextureOptionsProtected_Protected_Protected_Protected_OptionalbaseActivates this texture as the current render target.
OptionalclearColor: ColorOptional color to clear the buffer with.
Creates a shallow copy of this Texture, sharing the same BaseTexture.
A new Texture instance.
Deactivates this texture, returning rendering to the default frame buffer.
Destroys the framebuffer, renderbuffer, and base texture.
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.
An array of split Textures.
Returns a new Texture with the rendered quad expanded by pixels on all sides.
The UV coordinates are adjusted outward so the padded border samples outside
the original texture region (which is transparent when using CLAMP wrap mode).
Use this with outline or glow shaders that need to draw beyond the texture edge.
Number of pixels to expand on each side.
A texture that can be rendered to (wraps a WebGL Framebuffer).