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8 is not a valid argument count for any overload. #106
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I'm pretty sure TexImage2DAsync is currently not functional. At least, if it is, I haven't been able to figure out how to use it. The only workaround I could find was to create and call a js function that gets the canvas and runs texImage2D.
I hope that helps. |
it is no longer relevant, but thanks to your sources.. I was able to write an image generation based on byte [] |
The Duplicate Issues
Sampleawait context.TexImage2DAsync(Texture2DType.TEXTURE_2D, 0, PixelFormat.RGBA, data.Width, data.Height, PixelFormat.RGBA, PixelType.UNSIGNED_BYTE, data.Pixels); glpMipmapViewer.prototype.texImage2D = function(original, args) {
if (!this.textureExists(this.activeTexture)) {
return;
}
if(args.length == 9 && args[8] == this.mipmapPixels && args[1] == this.currentLevel) {
return;
}
// figure out which function type it's using
var textureObj = this.textureUsage[this.activeTexture.__uuid];
var level = args[1];
if (args.length == 6) {
textureObj.imageLevels.splice(level, 0, {
functionType : this.texImage2DFcnType.TEX_IMAGE_2D_6,
arguments : args });
} else if (args.length == 9) {
textureObj.imageLevels.splice(level, 0, {
functionType : this.texImage2DFcnType.TEX_IMAGE_2D_9,
arguments : args });
} else {
console.error("texImage2D function args is not valid");
return;
}
textureObj.fcnUsages.push( { fcn : original, args: args } );
} |
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