Updates the entire specified <Texture> without creating a new OpenGL® texture resource. Effect use prevents re-binding, which can be an expensive operation, and promotes reuse of OpenGL teture resources.
int32 UpdateTextureData( Texture p_oTexture, Int32Vector p_oBounds, int32 p_nSlice, int32 p_nLevel )
Parameter Type | Parameter Name | Documentation |
---|---|---|
<Texture> | p_oTexture | A pointer to the <Texture> you wish to update. This will be a pointer to a <Texture> in a document, or active in Scenome Scripting Language code. This will not be the texture on the GPU. |
<Int32Vector> | p_oBounds | A pointer to an <Int32Vector> that contains the pixel coordinates of the region you wish to update. Lower left X/Y are stored in the components 0 and 1, and upper left X/Y are stored in components 2 and 3. Remember that textures are bottom-up in OpenGL®. |
int32 | p_nSlice | The index of the slice you wish to update if this is a layered texture. |
int32 | p_nLevel | The MIP map level to update. This must be between 0 and the number of MIP maps - 1. |
None published. Please look for an example in the Scenome Scripting Language code base.