Struct glium::texture::depth_texture2d_array::DepthTexture2dArrayMipmap
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[src]
pub struct DepthTexture2dArrayMipmap<'t>(_, _);
Represents a single mipmap level of a DepthTexture2dArray
.
Can be obtained by calling DepthTexture2dArray::mipmap()
, DepthTexture2dArray::main_level()
,
DepthTexture2dArrayLayer::mipmap()
or DepthTexture2dArrayLayer::main_level()
.
Methods
impl<'t> DepthTexture2dArrayMipmap<'t>
fn get_texture(&self) -> &'t DepthTexture2dArray
Returns the corresponding texture.
fn get_level(&self) -> u32
Returns the texture level.
fn first_layer(&self) -> DepthTexture2dArrayLayerMipmap<'t>
Access the first layer of this texture.
fn layer(&self, layer: u32) -> Option<DepthTexture2dArrayLayerMipmap<'t>>
Access a single layer of this texture.
Methods from Deref<Target=TextureAnyMipmap<'a>>
fn get_width(&self) -> u32
Returns the width of the mipmap.
fn get_height(&self) -> Option<u32>
Returns the height of the mipmap.
fn get_depth(&self) -> Option<u32>
Returns the depth of the mipmap.
fn get_samples(&self) -> Option<u32>
Returns the number of samples of the texture.
fn get_texture(&self) -> &'a TextureAny
Returns the texture.
fn get_level(&self) -> u32
Returns the level of the texture.
fn first_layer(&self) -> TextureAnyLayerMipmap<'a>
Returns a structure that represents the first layer of this mipmap of the texture. All textures have a first layer.
fn layer(&self, layer: u32) -> Option<TextureAnyLayerMipmap<'a>>
Returns a structure that represents a specific layer of this mipmap of the texture.
Non-array textures have only one layer. The number of layers can be queried with
get_array_size
.
Returns None
if out of range.
fn raw_upload_from_pixel_buffer<P>(&self, source: BufferSlice<[P]>, x: Range<u32>, y: Range<u32>, z: Range<u32>) where P: PixelValue
Uploads data to the texture from a buffer.
Panic
Panics if the offsets and dimensions are outside the boundaries of the texture. Panics if the buffer is not big enough to hold the data.
fn raw_upload_from_pixel_buffer_inverted<P>(&self, source: BufferSlice<[P]>, x: Range<u32>, y: Range<u32>, z: Range<u32>) where P: PixelValue
Uploads data to the texture from a buffer. The R, G and B components are flipped.
Panic
Panics if the offsets and dimensions are outside the boundaries of the texture. Panics if the buffer is not big enough to hold the data.