new Tiny.RenderTexture(baseRenderTexture, frame)
| Name | Type | Description |
|---|---|---|
baseRenderTexture |
Tiny.BaseRenderTexture |
The renderer used for this RenderTexture |
frame |
Tiny.Rectangle |
optional
The rectangle frame of the texture to show |
Extends
Members
-
_frameTiny.Rectangle
-
This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
-
baseTextureTiny.BaseTexture
-
The base texture that this texture uses.
-
defaultAnchorTiny.Point
-
Anchor point that is used as default if sprite is created with this texture.
Changing thedefaultAnchorat a later point of time will not update Sprite's anchor point.- Version:
- 1.2.0
- Default Value:
- {0,0}
-
frameTiny.Rectangle
-
The frame specifies the region of the base texture that this texture uses.
Please call_updateUvs()after you change coordinates offramemanually. -
heightnumber
-
The height of the Texture in pixels.
-
noFrameboolean
-
Does this Texture have any frame data assigned to it?
-
origTiny.Rectangle
-
This is the area of original texture, before it was put in atlas
-
requiresUpdateboolean
-
This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
-
rotatenumber
-
Indicates whether the texture is rotated inside the atlas, set to 2 to compensate for texture packer rotation, set to 6 to compensate for spine packer rotation, can be used to rotate or mirror sprites
See Tiny.GroupD8 for explanation -
textureCacheIdsArray.<string>
-
The ids under which this Texture has been added to the texture cache. This is automatically set as long as Texture.addToCache is used, but may not be set if a
Texture is added directly to the TextureCache array. -
transformTiny.TextureTransform
-
Contains data for uvs. May contain clamp settings and some matrices.
Its a bit heavy, so by default that object is not created.- Default Value:
- null
-
trimTiny.Rectangle
-
This is the trimmed area of original texture, before it was put in atlas
Please call_updateUvs()after you change coordinates oftrimmanually. -
validboolean
-
This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
-
widthnumber
-
The width of the Texture in pixels.
Methods
-
staticTiny.RenderTexture.create(width, height, scaleMode, resolution) ❯ {Tiny.RenderTexture}
-
A short hand way of creating a render texture.
Name Type Default Description widthnumber 100 optional The width of the render texture
heightnumber 100 optional The height of the render texture
scaleModenumber Tiny.settings.SCALE_MODE optional See Tiny.SCALE_MODES for possible values
resolutionnumber 1 optional The resolution / device pixel ratio of the texture being generated
Returns:
Type Description Tiny.RenderTexture The new render texture -
inherited _updateUvs()
-
Updates the internal WebGL UV cache. Use it after you change
frameortrimof the texture. -
inherited clone() ❯ {Tiny.Texture}
-
Creates a new texture object that acts the same as this one.
Returns:
Type Description Tiny.Texture The new texture -
inherited destroy(destroyBase)
-
Destroys this texture
Name Type Default Description destroyBaseboolean false optional Whether to destroy the base texture as well
-
resize(width, height, doNotResizeBaseTexture)
-
Resizes the RenderTexture.
Name Type Description widthnumber The width to resize to.
heightnumber The height to resize to.
doNotResizeBaseTextureboolean Should the baseTexture.width and height values be resized as well?
-
inherited update()
-
Updates this texture on the gpu.
Events
-
Fired when the texture is updated. This happens if the frame or the baseTexture is updated.