A texture object must be created to feed an
Image object. Think of it, as the relationship
BitmapData when using the native APIs. At
anytime, when you need to create a
Texture object, you need to use the
Texture API, which contains the following
The Stage3D texture object the texture is based on.
Disposes the underlying texture data.
Returns a Texture object out of dimensions (width and height).
The texture frame (see class description).
Returns a Texture object out of a Bitmap object. This Bitmap object can be embedded or loaded dynamically.
Returns a Texture object out of a BitmapData object.
Allows the use of a compressed texture using the ATF (Adobe Texture Format). Compressed textures allows you to save a lot of memory especially on constrained environments like mobile devices.
Allows the use of a texture and returns a new texture.
The height of the texture in pixels.
Indicates if the texture contains mip maps.
Indicates if the alpha values are premultiplied into the RGB values.
Indicates if the texture should repeat like a wallpaper or stretch the outermost pixels.
The width of the texture in pixels.
Different image formats can be used for your textures. The following list summarizes the various formats that can be used for your textures:
As alpha channel is often required, PNG is one of the most common file format used for textures.
The classic ...