Creates a low-level 3D texture and initializes it with data
.
The data is assumed to be packed array of depth
images. There can be padding between the images using image_stride
.
<note>This api will always immediately allocate GPU memory for the texture and upload the given data so that the data
pointer does not need to remain valid once this function returns. This means it is not possible to configure the texture before it is
allocated. If you do need to configure the texture before allocation (to specify constraints on the internal format for example) then you
can instead create a Bitmap for your data and use
Texture3D.from_bitmap.</note>
context |
a Context |
width |
width of the texture in pixels. |
height |
height of the texture in pixels. |
depth |
depth of the texture in pixels. |
format |
the PixelFormat the buffer is stored in in RAM |
rowstride |
the memory offset in bytes between the starts of scanlines in |
image_stride |
the number of bytes from one image to the next. This can be used to add padding between the images in a similar way that the
rowstride can be used to add padding between rows. Alternatively 0 can be passed to infer the |
data |
pointer the memory region where the source buffer resides |
the newly created Texture3D or null if there was an error and an exception will be returned through throws. |