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<div class="subTitle">com.badlogic.gdx.graphics</div>
<h2 title="Interface TextureData" class="title">Interface TextureData</h2>
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<dt>All Known Implementing Classes:</dt>
<dd><a href="../../../../com/badlogic/gdx/graphics/glutils/ETC1TextureData.html" title="class in com.badlogic.gdx.graphics.glutils">ETC1TextureData</a>, <a href="../../../../com/badlogic/gdx/graphics/glutils/FileTextureData.html" title="class in com.badlogic.gdx.graphics.glutils">FileTextureData</a>, <a href="../../../../com/badlogic/gdx/graphics/glutils/FloatTextureData.html" title="class in com.badlogic.gdx.graphics.glutils">FloatTextureData</a>, <a href="../../../../com/badlogic/gdx/graphics/g2d/PixmapPacker.ManagedPixmapTextureData.html" title="class in com.badlogic.gdx.graphics.g2d">PixmapPacker.ManagedPixmapTextureData</a>, <a href="../../../../com/badlogic/gdx/graphics/glutils/PixmapTextureData.html" title="class in com.badlogic.gdx.graphics.glutils">PixmapTextureData</a></dd>
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<pre>public interface <span class="strong">TextureData</span></pre>
<div class="block">Used by a <a href="../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><code>Texture</code></a> to load the pixel data. A TextureData can either return a <a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics"><code>Pixmap</code></a> or upload the pixel data
 itself. It signals it's type via <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#getType()"><code>getType()</code></a> to the Texture that's using it. The Texture will then either invoke
 <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()"><code>consumePixmap()</code></a> or <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumeCompressedData(int)"><code>consumeCompressedData(int)</code></a>. These are the first methods to be called by Texture. After that
 the Texture will invoke the other methods to find out about the size of the image data, the format, whether mipmaps should be
 generated and whether the TextureData is able to manage the pixel data if the OpenGL ES context is lost.</p>
 
 In case the TextureData implementation has the type <a href="../../../../com/badlogic/gdx/graphics/TextureData.TextureDataType.html#Compressed"><code>TextureData.TextureDataType.Compressed</code></a>, the implementation has to generate the
 mipmaps itself if necessary. See <a href="../../../../com/badlogic/gdx/graphics/glutils/MipMapGenerator.html" title="class in com.badlogic.gdx.graphics.glutils"><code>MipMapGenerator</code></a>.</p>
 
 Before a call to either <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()"><code>consumePixmap()</code></a> or <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumeCompressedData(int)"><code>consumeCompressedData(int)</code></a>, Texture will bind the OpenGL ES
 texture.</p>
 
 Look at <a href="../../../../com/badlogic/gdx/graphics/glutils/FileTextureData.html" title="class in com.badlogic.gdx.graphics.glutils"><code>FileTextureData</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/ETC1TextureData.html" title="class in com.badlogic.gdx.graphics.glutils"><code>ETC1TextureData</code></a> for example implementations of this interface.</div>
<dl><dt><span class="strong">Author:</span></dt>
  <dd>mzechner</dd></dl>
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<td class="colFirst"><code>static class&nbsp;</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.TextureDataType.html" title="enum in com.badlogic.gdx.graphics">TextureData.TextureDataType</a></strong></code>
<div class="block">The type of this <a href="../../../../com/badlogic/gdx/graphics/TextureData.html" title="interface in com.badlogic.gdx.graphics"><code>TextureData</code></a>.</div>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumeCompressedData(int)">consumeCompressedData</a></strong>(int&nbsp;target)</code>
<div class="block">Uploads the pixel data to the OpenGL ES texture.</div>
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics">Pixmap</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()">consumePixmap</a></strong>()</code>
<div class="block">Returns the <a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics"><code>Pixmap</code></a> for upload by Texture.</div>
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<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#disposePixmap()">disposePixmap</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics">Pixmap.Format</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#getFormat()">getFormat</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>int</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#getHeight()">getHeight</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/TextureData.TextureDataType.html" title="enum in com.badlogic.gdx.graphics">TextureData.TextureDataType</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#getType()">getType</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>int</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#getWidth()">getWidth</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#isManaged()">isManaged</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#isPrepared()">isPrepared</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#prepare()">prepare</a></strong>()</code>
<div class="block">Prepares the TextureData for a call to <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()"><code>consumePixmap()</code></a> or <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumeCompressedData(int)"><code>consumeCompressedData(int)</code></a>.</div>
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<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/TextureData.html#useMipMaps()">useMipMaps</a></strong>()</code>&nbsp;</td>
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<pre><a href="../../../../com/badlogic/gdx/graphics/TextureData.TextureDataType.html" title="enum in com.badlogic.gdx.graphics">TextureData.TextureDataType</a>&nbsp;getType()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the <a href="../../../../com/badlogic/gdx/graphics/TextureData.TextureDataType.html" title="enum in com.badlogic.gdx.graphics"><code>TextureData.TextureDataType</code></a></dd></dl>
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<pre>boolean&nbsp;isPrepared()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>whether the TextureData is prepared or not.</dd></dl>
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<h4>prepare</h4>
<pre>void&nbsp;prepare()</pre>
<div class="block">Prepares the TextureData for a call to <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()"><code>consumePixmap()</code></a> or <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumeCompressedData(int)"><code>consumeCompressedData(int)</code></a>. This method can be
 called from a non OpenGL thread and should thus not interact with OpenGL.</div>
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<h4>consumePixmap</h4>
<pre><a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics">Pixmap</a>&nbsp;consumePixmap()</pre>
<div class="block">Returns the <a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics"><code>Pixmap</code></a> for upload by Texture. A call to <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#prepare()"><code>prepare()</code></a> must precede a call to this method. Any
 internal datastructures created in <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#prepare()"><code>prepare()</code></a> should be disposed of here.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>the pixmap.</dd></dl>
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<h4>disposePixmap</h4>
<pre>boolean&nbsp;disposePixmap()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>whether the caller of <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()"><code>consumePixmap()</code></a> should dispose the Pixmap returned by <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#consumePixmap()"><code>consumePixmap()</code></a></dd></dl>
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<pre>void&nbsp;consumeCompressedData(int&nbsp;target)</pre>
<div class="block">Uploads the pixel data to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A call to <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#prepare()"><code>prepare()</code></a>
 must preceed a call to this method. Any internal datastructures created in <a href="../../../../com/badlogic/gdx/graphics/TextureData.html#prepare()"><code>prepare()</code></a>.</div>
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<pre>int&nbsp;getWidth()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the width of the pixel data</dd></dl>
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<pre>int&nbsp;getHeight()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the height of the pixel data</dd></dl>
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<pre><a href="../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics">Pixmap.Format</a>&nbsp;getFormat()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the <a href="../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics"><code>Pixmap.Format</code></a> of the pixel data</dd></dl>
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<pre>boolean&nbsp;useMipMaps()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>whether to generate mipmaps or not.</dd></dl>
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<pre>boolean&nbsp;isManaged()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>whether this implementation can cope with a EGL context loss.</dd></dl>
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