SourceClass TextureHandle
from egui import TextureHandleclass TextureHandle:Used to paint images.
An image is pixels stored in RAM, and represented using ImageData.
Before you can paint it however, you need to convert it to a texture.
If you are using egui, use egui.Context.load_texture.
The TextureHandle can be cloned cheaply.
When the last TextureHandle for specific texture is dropped, the texture is freed.
See also TextureManager.
Properties§
Source@property
def size(self, /) -> tuple[int, int]§
width x height
Source@property
def size_vec2(self, /) -> Vec2§
width x height
@property
def texture_id(self, /) -> TextureId§
Methods§
Sourcedef aspect_ratio(self, /) -> float§
width / height
Sourcedef byte_size(self, /) -> int§
width x height x bytes_per_pixel
def clone_ref(self, /) -> TextureHandle§
Sourcedef id(self, /) -> TextureId§
Sourcedef name(self, /) -> str§
Debug-name.
Source@staticmethod
def new(ctx: Context, name: str, image: ColorImage, texture_options: TextureOptions) -> TextureHandle§
If you are using egui, use egui.Context.load_texture instead.
Sourcedef set(self, /, image: ColorImage, texture_options: TextureOptions) -> None§
Assign a new image to an existing texture.
Sourcedef set_partial(self, /, pos: tuple[int, int], image: ColorImage, texture_options: TextureOptions) -> None§
Assign a new image to a subregion of the whole texture.