Expand description
Texture atlas.
All images are packed into an atlas at staging time. Texture descriptors describe where in the atlas an image is, and how it should sample pixels. These descriptors are packed into a buffer on the GPU. This keeps the number of texture binds to a minimum (one, in most cases).
§NOTE:
Atlas is a temporary work around until we can use bindless techniques
on web.
Atlas is only available on CPU. Not available in shaders.
Modules§
Structs§
- Atlas
- A texture atlas, used to store all the textures in a scene.
- Atlas
Blitter - A texture blitting utility.
- Atlas
Blitting Operation - A reusable blitting operation that copies a source texture into a specific
frame of an
Atlas. - Atlas
Image - Image data in transit from CPU to GPU.
- Atlas
Texture - A staged texture in the texture atlas.
- Layer
- Texture
Modes - Method of addressing the edges of a texture.
Enums§
- Atlas
Error - Atlas
Image Error - Atlas
Image Format - Texture
Address Mode - How edges should be handled in texture addressing/wrapping.
Functions§
- clamp
- Clamp the input between 0.0 and 1.0.
- convert_
pixels - Interpret/convert the
AtlasImagepixel data intowgpu::TextureFormatpixels, if possible. - repeat
- Infinitely wrap the input between 0.0 and 1.0.