* Setting pixels data through color buffer data, designated area and texture mipmapping level,it's also applicable to compressed formats. * @remarks If it is the WebGL1.0 platform and the texture format is compressed, the first upload must be filled with textures. * @param offsetIndex - The te
(
offsetIndex: number,
colorBuffer: ArrayBufferView,
mipLevel: number = 0,
x: number = 0,
y: number = 0,
width?: number,
height?: number,
length?: number
)
| 62 | * @param length - Data length. if it's empty, length is the length of Texture2DArray.length |
| 63 | */ |
| 64 | setPixelBuffer( |
| 65 | offsetIndex: number, |
| 66 | colorBuffer: ArrayBufferView, |
| 67 | mipLevel: number = 0, |
| 68 | x: number = 0, |
| 69 | y: number = 0, |
| 70 | width?: number, |
| 71 | height?: number, |
| 72 | length?: number |
| 73 | ): void { |
| 74 | (this._platformTexture as IPlatformTexture2DArray).setPixelBuffer( |
| 75 | offsetIndex, |
| 76 | colorBuffer, |
| 77 | mipLevel, |
| 78 | x, |
| 79 | y, |
| 80 | width, |
| 81 | height, |
| 82 | length |
| 83 | ); |
| 84 | this._isContentLost = false; |
| 85 | } |
| 86 | |
| 87 | /** |
| 88 | * Setting pixels data through TexImageSource, designated area and texture mipmapping level. |
no test coverage detected