UpdateTextureSubData Data Member Function

Updates a sub-region of the 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.

Prototype

int32 UpdateTextureSubData( Texture p_oTexture, Image p_oImage, int32 p_nLevel, Int32Vector poSrcPos, Int32Vector p_oOffsets, Int32Vector p_poDims )

Parameters

Parameter Type Parameter Name Documentation
<Texture>p_oTextureA pointer to the <Texture> object you wish to update. This texture must be resident on the GPU.
<Image>p_oImageA pointer to the <Image> containing the new data you wish to use to update the <Texture>.
int32p_nLevelThe MIP-map level you wish to update. Must be 0 to (MIP map count - 1).
<Int32Vector>poSrcPosA pointer to the <Int32Vector> that contains the source positions. This function can update a <Texture> of any topology. Please see the documentation for UpdateTexture1D, UpdateTexture2D, or UpdateTexture3D for information on configuring this parameter for the texture topology you wish to update.
<Int32Vector>p_oOffsetsA pointer to the <Int32Vector> that contains the destination positions. This function can update a <Texture> of any topology. Please see the documentation for UpdateTexture1D, UpdateTexture2D, or UpdateTexture3D for information on configuring this parameter for the texture topology you wish to update.
<Int32Vector>p_poDimsA pointer to the <Int32Vector> that contains the write dimensions. This function can update a <Texture> of any topology. Please see the documentation for UpdateTexture1D, UpdateTexture2D, or UpdateTexture3D for information on configuring this parameter for the texture topology you wish to update.

Examples

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None published. Please look for an example in the Scenome Scripting Language code base.