writeTexture method

  1. @override
void writeTexture(
  1. TextureHandle target,
  2. ByteData data, {
  3. TextureRegion? region,
  4. int mipLevel = 0,
  5. 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,
  );
}