Updates a 1D texture that is currently resident on the GPU. You can only use this to update 1D textures.
int32 UpdateTexture1D( Texture p_oTexture, Image p_oImage, int32 p_nLevel, Int32Vector p_oBounds )
Parameter Type | Parameter Name | Documentation |
---|---|---|
<Texture> | p_oTexture | A pointer to the <Texture> object you wish to update. This texture must be resident on the GPU. |
<Image> | p_oImage | A pointer to the <Image> containing the new data you wish to use to update the <Texture>. |
int32 | p_nLevel | The MIP-map level you wish to update. Must be 0 to (MIP map count - 1). |
<Int32Vector> | p_oBounds | A pointer to the <Int32Vector> that contains the source and destination boundaries. Component[0] = source position X, which determines the x pixel coordinate of the location that data will be read from in the source <Image>. Component[1] = source position Y, which determines the y pixel coordinate of the location that data will be read from in the source <Image>. Component[2] = offset X, which determines the x pixel coordinate of the location data will be written to in the destination. Component[3] = width X, which determines the width of pixels to write from the source to the destination. This component must be a valid location from 1 to the width of the destination in pixels, and there must be enough data in the source <Image> to write the number of pixels specified. |
None published. Please look for an example in the Scenome Scripting Language code base.