Create a render target object.
The WTCGL Rendering context
The parameters to initialise the renderer.
The anistropic filtering level for the texture.
Whether to flip the Y direction of the texture
The texture format.
Whether to generate mip maps for this texture. This requires that the texture be power of 2 in size
The WTCGL rendering context.
A local reference to the renderer state
The height of the texture.
A unique ID for the texture object, allows us to determine whether a texture has already been bound or not.
The image element representing the texture. Can be an HTML image, video, or canvas
the texture internal format.
A GLint specifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level. Only relevant if we have mipmaps.
The filter to use when rendering larger.
The filter to use when rendering smaller.
Whether the texture needs an update in memory
Whether the texture is interpolated as having premultiplied alpha.
Texture state, contains the basic texture properties.
The image store
The binding point for the texture.
The WebGL texture object containing the data and state for WebGL
The texture type. Typically one of gl.UNSIGNED_BYTE, gl.FLOAT, ext.HALF_FLOAT_OES
The unpack alignment for pixel stores.
The width of the texture.
Wrapping. Normally one of gl.CLAMP_TO_EDGE, gl.REPEAT, gl.MIRRORED REPEAT
Wrapping. Normally one of gl.CLAMP_TO_EDGE, gl.REPEAT, gl.MIRRORED REPEAT
A texture class contains image data for use in a shader. Along with the image data, the texture contains state variable that determine how secondary conditions, like wrapping and interpolation work.