writeTexture method
void
writeTexture(
- TextureHandle target,
- ByteData data, {
- TextureRegion? region,
- int mipLevel = 0,
- int? bytesPerRow,
override
Writes data into region (the whole level by default) of level
mipLevel of target, in target's own format, rows bytesPerRow
apart (tightly packed by default; a compressed format counts rows of
blocks). Visible starting the next pass, as overwriteGeometry.
The general form of overwriteTexture, which takes RGBA8 at the base
level only. DeviceFeature.textureWrites.
Implementation
@override
void writeTexture(
TextureHandle target,
ByteData data, {
TextureRegion? region,
int mipLevel = 0,
int? bytesPerRow,
}) {
_unrecorded('writeTexture');
inner.writeTexture(
target,
data,
region: region,
mipLevel: mipLevel,
bytesPerRow: bytesPerRow,
);
}