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Class controls uv mapping from Texture normal space to BaseTexture normal space.

Takes trim and rotate into account. May contain clamp settings for Meshes and TilingSprite.

Can be used in Texture uvMatrix field, or separately, you can use different clamp settings on the same texture. If you want to add support for texture region of certain feature or filter, that's what you're looking for.

Takes track of Texture changes through _lastTextureID private field. Use update() method call to track it from outside.

see

PIXI.Texture

see

PIXI.Mesh

see

PIXI.TilingSprite

memberof

PIXI

Hierarchy

  • TextureMatrix

Index

Constructors

constructor

  • Parameters

    Returns TextureMatrix

Properties

_texture

_texture: Texture<Resource>

_textureID

_textureID: number

_updateID

_updateID: number

clampMargin

clampMargin: number

clampOffset

clampOffset: number

isSimple

isSimple: boolean

mapCoord

mapCoord: Matrix

Readonly uClampFrame

uClampFrame: Float32Array

Readonly uClampOffset

uClampOffset: Float32Array

Accessors

texture

  • texture property

    member

    {PIXI.Texture}

    Returns Texture<Resource>

  • texture property

    Parameters

    Returns void

Methods

multiplyUvs

  • multiplyUvs(uvs: Float32Array, out?: Float32Array): Float32Array
  • Multiplies uvs array to transform

    Parameters

    • uvs: Float32Array

      mesh uvs

    • Optional out: Float32Array

    Returns Float32Array

    output

update

  • update(forceUpdate?: boolean): boolean
  • updates matrices if texture was changed

    Parameters

    • Optional forceUpdate: boolean

    Returns boolean

    whether or not it was updated

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