Optionalstyle: ITextStyleOptionaloptions: ITextureOptionsProtected_Protected_Protected_Protected_OptionalbaseSet new text and update the texture
Creates a shallow copy of this Texture, sharing the same BaseTexture.
A new Texture instance.
Marks this Texture as destroyed, decrementing the BaseTexture reference count.
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.
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.
Updates the internal canvas and uploads it to WebGL
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 renders text using an internal HTML Canvas.