Packageflare.core
Classpublic class Texture3D
InheritanceTexture3D Inheritance flash.events.EventDispatcher
Implements ILibraryExternalItem

The Textrue3D class contains information on material textures.



Public Properties
 PropertyDefined By
  bias : int = 0
Defines how the mip levels will be applied over the texture.
Texture3D
  bitmapData : BitmapData
BitmapData object that contains the texture data.
Texture3D
  bytesLoaded : uint
[read-only]
Texture3D
  bytesTotal : uint
[read-only]
Texture3D
  filterMode : int = 1
Defines how the texture will be sampled when it needs to be streched on the screen.
Texture3D
  format : int
Texture3D
  loaded : Boolean
Returns if the texture was succesfull loaded and ready to use.
Texture3D
  mipMode : int = 2
Defines if the texture will use mip mapping and how it will be applyied.
Texture3D
  name : String
The name of the texture.
Texture3D
  optimizeForRenderToTexture : Boolean
[read-only] Returns whatever the texture is optimized for dynamic rendering.
Texture3D
  request : *
Gets a reference to the request object.
Texture3D
  scene : Scene3D
Gets the scene context of the texture.
Texture3D
  texture : TextureBase
Texture object that contains the texture data on graphics card.
Texture3D
  typeMode : int = 0
Defines the type of the texture (2d/cube).
Texture3D
  uploadTexture : Function
Allow you to define a custom function to generate and upload the texture.
Texture3D
  wrapMode : int = 1
Defines how the texture will be sampled outside the normalized coordinates (0-1).
Texture3D
Public Methods
 MethodDefined By
  
Texture3D(request:* = null, optimizeForRenderToTexture:Boolean = false, format:int)
Creates a new texture.
Texture3D
  
close():void
Terminates the loading proccess.
Texture3D
  
dispose():void
Eliminates all the resources associated to the texture.
Texture3D
  
download():void
Download the texture from the graphics card.
Texture3D
  
load():void
Loads the texture if it is an external resource..
Texture3D
  
toString():String
[override]
Texture3D
  
upload(scene:Scene3D):void
Upload the texture to the graphics card.
Texture3D
Public Constants
 ConstantDefined By
  FILTER_LINEAR : int = 1
[static]
Texture3D
  FILTER_NEAREST : int = 0
[static]
Texture3D
  FORMAT_COMPRESSED : int = 1
[static]
Texture3D
  FORMAT_COMPRESSED_ALPHA : int = 2
[static]
Texture3D
  FORMAT_CUBEMAP : int = 3
[static]
Texture3D
  FORMAT_RGBA : int = 0
[static]
Texture3D
  MIP_LINEAR : int = 2
[static]
Texture3D
  MIP_NEAREST : int = 1
[static]
Texture3D
  MIP_NONE : int = 0
[static]
Texture3D
  TYPE_2D : int = 0
[static]
Texture3D
  TYPE_CUBE : int = 1
[static]
Texture3D
  WRAP_CLAMP : int = 0
[static]
Texture3D
  WRAP_REPEAT : int = 1
[static]
Texture3D
Property Detail
biasproperty
public var bias:int = 0

Defines how the mip levels will be applied over the texture. Value should be between -127 and 127.

bitmapDataproperty 
public var bitmapData:BitmapData

BitmapData object that contains the texture data.

bytesLoadedproperty 
bytesLoaded:uint  [read-only]


Implementation
    public function get bytesLoaded():uint
bytesTotalproperty 
bytesTotal:uint  [read-only]


Implementation
    public function get bytesTotal():uint
filterModeproperty 
public var filterMode:int = 1

Defines how the texture will be sampled when it needs to be streched on the screen. This property should be defined before the shader compilation. Setting to Texture3D.FILTER_NEAREST will take the nearest pixel. Setting to Texture3D.FILTER_LINEAR will take an interpolation between the nearest pixels.

formatproperty 
public var format:int

loadedproperty 
loaded:Boolean

Returns if the texture was succesfull loaded and ready to use.


Implementation
    public function get loaded():Boolean
    public function set loaded(value:Boolean):void
mipModeproperty 
public var mipMode:int = 2

Defines if the texture will use mip mapping and how it will be applyied. This property should be defined before the shader compilation. Setting to Texture3D.MIP_NEAREST, uses the pixel from the nearest mipmap level. Setting to Texture3D.MIP_LINEAR uses the pixel from two nearest mipmap levels, and interpolates linearly. Setting to Texture3D.MIP_NONE will disable mip mode for the texture.

nameproperty 
public var name:String

The name of the texture.

optimizeForRenderToTextureproperty 
optimizeForRenderToTexture:Boolean  [read-only]

Returns whatever the texture is optimized for dynamic rendering.


Implementation
    public function get optimizeForRenderToTexture():Boolean
requestproperty 
request:*

Gets a reference to the request object.


Implementation
    public function get request():*
    public function set request(value:any):void
sceneproperty 
public var scene:Scene3D

Gets the scene context of the texture. Do not change this property manually, to change the scene context, call to download() and then to upload() methods.

textureproperty 
public var texture:TextureBase

Texture object that contains the texture data on graphics card.

typeModeproperty 
public var typeMode:int = 0

Defines the type of the texture (2d/cube).

uploadTextureproperty 
public var uploadTexture:Function

Allow you to define a custom function to generate and upload the texture.

wrapModeproperty 
public var wrapMode:int = 1

Defines how the texture will be sampled outside the normalized coordinates (0-1). This property should be defined before the shader compilation. Setting to WRAP_REPEAT, the texture will repeat to the infinity. Setting to WRAP_CLAMP, the last pixel of the texture image stretches to the infinity.

Constructor Detail
Texture3D()Constructor
public function Texture3D(request:* = null, optimizeForRenderToTexture:Boolean = false, format:int)

Creates a new texture. The 'request' parameter can be a url string path, URLRequest, BitmapData or a Point object to create a dynamic texture. If a path is set for the texture, the Texture3D object will start its loading process. If no path is set for the texture, a BitmapData object that has been directly loaded can be specified.

Parameters
request:* (default = null) — It can be texture file path or BitmapData object.
 
optimizeForRenderToTexture:Boolean (default = false)
 
format:int (default = NaN)
Method Detail
close()method
public function close():void

Terminates the loading proccess.

dispose()method 
public function dispose():void

Eliminates all the resources associated to the texture. The texture will be unusable after dispose.

download()method 
public function download():void

Download the texture from the graphics card.

load()method 
public function load():void

Loads the texture if it is an external resource..

toString()method 
override public function toString():String

Returns
String
upload()method 
public function upload(scene:Scene3D):void

Upload the texture to the graphics card.

Parameters

scene:Scene3D — The scene to use as a context.

Constant Detail
FILTER_LINEARConstant
public static const FILTER_LINEAR:int = 1

FILTER_NEARESTConstant 
public static const FILTER_NEAREST:int = 0

FORMAT_COMPRESSEDConstant 
public static const FORMAT_COMPRESSED:int = 1

FORMAT_COMPRESSED_ALPHAConstant 
public static const FORMAT_COMPRESSED_ALPHA:int = 2

FORMAT_CUBEMAPConstant 
public static const FORMAT_CUBEMAP:int = 3

FORMAT_RGBAConstant 
public static const FORMAT_RGBA:int = 0

MIP_LINEARConstant 
public static const MIP_LINEAR:int = 2

MIP_NEARESTConstant 
public static const MIP_NEAREST:int = 1

MIP_NONEConstant 
public static const MIP_NONE:int = 0

TYPE_2DConstant 
public static const TYPE_2D:int = 0

TYPE_CUBEConstant 
public static const TYPE_CUBE:int = 1

WRAP_CLAMPConstant 
public static const WRAP_CLAMP:int = 0

WRAP_REPEATConstant 
public static const WRAP_REPEAT:int = 1