Texture
A texture object must be created to feed an Image
object. Think of it, as the relationship
between Bitmap
and 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
APIs:
- base
The Stage3D texture object the texture is based on.
- dispose
Disposes the underlying texture data.
- empty
Returns a Texture object out of dimensions (width and height).
- frame
The texture frame (see class description).
- fromBitmap
Returns a Texture object out of a Bitmap object. This Bitmap object can be embedded or loaded dynamically.
- fromBitmapData
Returns a Texture object out of a BitmapData object.
- fromAtfData
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.
- fromTexture
Allows the use of a texture and returns a new texture.
- height
The height of the texture in pixels.
- mipmapping
Indicates if the texture contains mip maps.
- premultipliedAlpha
Indicates if the alpha values are premultiplied into the RGB values.
- repeat
Indicates if the texture should repeat like a wallpaper or stretch the outermost pixels.
- width
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:
- PNG
As alpha channel is often required, PNG is one of the most common file format used for textures.
- JPEG
The classic ...
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