Defines the logic for loading and interacting with file texture resources
Exports the has() and get() functions from resource map
Found in Chapter 5, page 204 of the textbook
Example: 5.1 Texture Shaders- Source:
Methods
(static) activate(textureName, textureUnit)
Activate a texture file within the webGL system
Parameters:
| Name | Type | Description |
|---|---|---|
textureName |
string | the path to the image file |
textureUnit |
gl.TEXTUREI | the texture unit to be activated, defaults to TEXTURE0 |
- Source:
(static) deactivate()
Deactivate the webGL texture system
- Source:
(static) getColorArray(textureName) → {Uint8Array}
Returns the one dimensional array with color information for all pixels
Parameters:
| Name | Type | Description |
|---|---|---|
textureName |
string | the path to the image file |
- Source:
Returns:
array with color information for all pixels
- Type
- Uint8Array
(static) load(textureName) → {Promise}
Loads a texture into the resource map so that it can be drawn
Parameters:
| Name | Type | Description |
|---|---|---|
textureName |
string | the path to the image file |
- Source:
Returns:
promise to process the texture
- Type
- Promise
(static) unload(textureName)
Remove the reference to the texture allow for garbage collection
Parameters:
| Name | Type | Description |
|---|---|---|
textureName |
string | the path to the image file |
- Source: