QQuickTextureFactory¶
The
QQuickTextureFactory
class provides an interface for loading custom textures from QML. More…
Synopsis¶
Virtual functions¶
def
createTexture
(window)def
image
()def
textureByteCount
()def
textureSize
()
Static functions¶
def
textureFactoryForImage
(image)
Detailed Description¶
The purpose of the texture factory is to provide a placeholder for a image data that can be converted into an OpenGL texture.
Creating a texture directly is not possible as there is rarely an OpenGL context available in the thread that is responsible for loading the image data.
-
class
QQuickTextureFactory
¶ Constructs a texture factory. Since
QQuickTextureFactory
is abstract, it cannot be instantiated directly.
-
PySide2.QtQuick.QQuickTextureFactory.
createTexture
(window)¶ - Parameters
window –
QQuickWindow
- Return type
This function is called on the scene graph rendering thread to create a
QSGTexture
instance from the factory.window
provides the context which this texture is created in.QML will internally cache the returned texture as needed. Each call to this function should return a unique instance.
The OpenGL context used for rendering is bound when this function is called.
-
PySide2.QtQuick.QQuickTextureFactory.
image
()¶ - Return type
QImage
Returns an image version of this texture.
The lifespan of the returned image is unknown, so the implementation should return a self contained
QImage
, not make use of theQImage
(uchar *, …) constructor.This function is not commonly used and is expected to be slow.
-
PySide2.QtQuick.QQuickTextureFactory.
textureByteCount
()¶ - Return type
int
Returns the number of bytes of memory the texture consumes.
-
static
PySide2.QtQuick.QQuickTextureFactory.
textureFactoryForImage
(image)¶ - Parameters
image –
QImage
- Return type
Returns a
QQuickTextureFactory
holding the givenimage
.This is typically used as a helper in
textureFactory
.
-
PySide2.QtQuick.QQuickTextureFactory.
textureSize
()¶ - Return type
QSize
Returns the size of the texture. This function will be called from arbitrary threads and should not rely on an OpenGL context bound.
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