Constructs a dsdl2.Texture from a vanilla SDL_Texture* from bindbc-sdl
Creates a blank dsdl2.Texture in the VRAM, which wraps SDL_CreateTexture
Creates a dsdl2.Texture in the VRAM from a dsdl2.Surface, which wraps SDL_CreateTextureFromSurface
Wraps SDL_QueryTexture which gets the dsdl2.TextureAccess of the dsdl2.Texture
Wraps SDL_GetTextureAlphaMod which gets the alpha multiplier of the dsdl2.Texture
Wraps SDL_SetTextureAlphaMod which sets the alpha multiplier of the dsdl2.Texture
Wraps SDL_GL_BindTexture which binds the texture in OpenGL
Wraps SDL_GetTextureBlendMode which gets the dsdl2.Texture's dsdl2.BlendMode defining drawing
Wraps SDL_SetTextureBlendMode which sets the dsdl2.Texture's dsdl2.BlendMode defining drawing
Wraps SDL_GetTextureColorMod which gets the color multipliers of the dsdl2.Texture
Wraps SDL_SetTextureColorMod which sets the color multipliers of the dsdl2.Texture
Wraps SDL_QueryTexture which gets the height of the dsdl2.Texture in pixels
Gets the color and alpha multipliers of the dsdl2.Texture that wraps SDL_GetTextureColorMod and SDL_GetTextureAlphaMod
Sets the color and alpha multipliers of the dsdl2.Texture that wraps SDL_SetTextureColorMod and SDL_SetTextureAlphaMod
Equality operator overload
Wraps SDL_QueryTexture which gets the dsdl2.PixelFormat of the dsdl2.Texture
Wraps SDL_GetTextureScaleMode (from SDL 2.0.12) which gets the texture's scaling mode
Wraps SDL_SetTextureScaleMode (from SDL 2.0.12) which sets the texture's scaling mode
Wraps SDL_QueryTexture which gets the size of the dsdl2.Texture in pixels
Gets the hash of the dsdl2.Texture
Formats the dsdl2.Texture into its construction representation: "dsdl2.Texture(<sdlTexture>)"
Wraps SDL_GL_UnbindTexture which unbinds the texture in OpenGL
Wraps SDL_UpdateTexture which updates the entire dsdl2.Texture's pixel data
Wraps SDL_UpdateTexture which updates the dsdl2.Texture's pixel data at a certain dsdl2.Rect boundary
Wraps SDL_QueryTexture which gets the width of the dsdl2.Texture in pixels
Internal SDL_Texture pointer
D class that wraps SDL_Texture storing textures in the VRAM
dsdl2.Texture stores a 2D image out of pixels with a width and height, where each pixel stored in the GPU RAM (VRAM) according to its defined dsdl2.PixelFormat. A dsdl2.Texture is associated with its dsdl2.Renderer, and can only be operated with/by it.