TexturePeeker¶
from panda3d.core import TexturePeeker
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class
TexturePeeker
¶ Bases:
ReferenceCount
An instance of this object is returned by
Texture.peek()
. This object allows quick and easy inspection of a texture’s texels by (u, v) coordinates.Inheritance diagram
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__init__
(param0: TexturePeeker)¶
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fetchPixel
(color: LColor, x: int, y: int)¶ Works like
TexturePeeker.lookup()
, but instead uv-coordinates integer coordinates are used.
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filterRect
(color: LColor, min_u: float, min_v: float, max_u: float, max_v: float)¶ Fills “color” with the average RGBA color of the texels within the rectangle defined by the specified coordinate range.
The texel color is linearly filtered over the entire region. u, v, and w will wrap around regardless of the texture’s wrap mode.
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filterRect
(color: LColor, min_u: float, min_v: float, min_w: float, max_u: float, max_v: float, max_w: float) Fills “color” with the average RGBA color of the texels within the rectangle defined by the specified coordinate range.
The texel color is linearly filtered over the entire region. u, v, and w will wrap around regardless of the texture’s wrap mode.
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getXSize
() → int¶ Returns the width of the texture image that is contributing to the TexturePeeker’s information. This may be either the Texture’s full width, or its simple ram image’s width.
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getYSize
() → int¶ Returns the height of the texture image that is contributing to the TexturePeeker’s information. This may be either the Texture’s full height, or its simple ram image’s height.
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getZSize
() → int¶ Returns the depth of the texture image that is contributing to the TexturePeeker’s information.
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hasPixel
(x: int, y: int) → bool¶ Returns whether a given coordinate is inside of the texture dimensions.
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lookup
(color: LColor, u: float, v: float)¶ Fills “color” with the RGBA color of the texel at point (u, v).
The texel color is determined via nearest-point sampling (no filtering of adjacent pixels), regardless of the filter type associated with the texture. u, v, and w will wrap around regardless of the texture’s wrap mode.
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lookup
(color: LColor, u: float, v: float, w: float) Fills “color” with the RGBA color of the texel at point (u, v, w).
The texel color is determined via nearest-point sampling (no filtering of adjacent pixels), regardless of the filter type associated with the texture. u, v, and w will wrap around regardless of the texture’s wrap mode.
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