A texture stores the information that represents an image or part of an image. It cannot be added to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided then the whole image is used.
You can directly create a texture from an image and then reuse it multiple times like this :
let texture = PIXI.Texture.fromImage('assets/image.png');
let sprite1 = new PIXI.Sprite(texture);
let sprite2 = new PIXI.Sprite(texture);
Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. You can check for this by checking the sprite's _textureID property.
var texture = PIXI.Texture.fromImage('assets/image.svg');
var sprite1 = new PIXI.Sprite(texture);
//sprite1._textureID should not be undefined if the texture has finished processing the SVG file
You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.
Does this Texture have any frame data assigned to it?
baseTexture
PIXI.BaseTexture
public
The base texture that this texture uses.
_frame
PIXI.Rectangle
public
This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
trim
PIXI.Rectangle
public
This is the trimmed area of original texture, before it was put in atlas
The id under which this Texture has been added to the texture cache. This is automatically set in certain cases, but may not always be accurate, particularly if the texture is in the cache under multiple ids.
EMPTY
public
An empty texture, used often to not have to create multiple empty textures. Can not be destroyed.
WHITE
public
A white texture of 10x10 size, used for graphics and other things Can not be destroyed.
Does this Texture have any frame data assigned to it?
baseTexture
PIXI.BaseTexture
public
The base texture that this texture uses.
_frame
PIXI.Rectangle
public
This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
trim
PIXI.Rectangle
public
This is the trimmed area of original texture, before it was put in atlas
The id under which this Texture has been added to the texture cache. This is automatically set in certain cases, but may not always be accurate, particularly if the texture is in the cache under multiple ids.
EMPTY
public
An empty texture, used often to not have to create multiple empty textures. Can not be destroyed.
WHITE
public
A white texture of 10x10 size, used for graphics and other things Can not be destroyed.
Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId The frame ids are created when a Texture packer file has been loaded
Helper function that creates a new Texture based on the source you provide. The source can be - frame id, image url, video url, canvas element, video element, base texture
Indicates whether the texture is rotated inside the atlas set to 2 to compensate for texture packer rotation set to 6 to compensate for spine packer rotation can be used to rotate or mirror sprites See {@link PIXI.GroupD8} for explanation
Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId The frame ids are created when a Texture packer file has been loaded
Helper function that creates a new Texture based on the source you provide. The source can be - frame id, image url, video url, canvas element, video element, base texture
Indicates whether the texture is rotated inside the atlas set to 2 to compensate for texture packer rotation set to 6 to compensate for spine packer rotation can be used to rotate or mirror sprites See {@link PIXI.GroupD8} for explanation
{
"comment": "/**\n * A texture stores the information that represents an image or part of an image. It cannot be added\n * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided\n * then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.fromImage('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.fromImage('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */",
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A texture stores the information that represents an image or part of an image. It cannot be added to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided then the whole image is used.
\n
You can directly create a texture from an image and then reuse it multiple times like this :
\n
let texture = PIXI.Texture.fromImage('assets/image.png');\nlet sprite1 = new PIXI.Sprite(texture);\nlet sprite2 = new PIXI.Sprite(texture);
Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. You can check for this by checking the sprite's _textureID property.
\n
var texture = PIXI.Texture.fromImage('assets/image.svg');\nvar sprite1 = new PIXI.Sprite(texture);\n//sprite1._textureID should not be undefined if the texture has finished processing the SVG file
You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.
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Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId The frame ids are created when a Texture packer file has been loaded
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Indicates whether the texture is rotated inside the atlas set to 2 to compensate for texture packer rotation set to 6 to compensate for spine packer rotation can be used to rotate or mirror sprites See {@link PIXI.GroupD8} for explanation
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