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just as HardwareVertexBuffer is independent of a Mesh. This will allow using them for staging data uploads to GPU which can be used for Texture Streaming in a pipeline.
currently a HardwarePixelBuffer only exists as part of Texture. As Textures do have no notion of shadowing, PixelBuffers are always unshadowed.
just as HardwareVertexBuffer is independent of a Mesh. This will allow using them for staging data uploads to GPU which can be used for Texture Streaming in a pipeline.
currently a HardwarePixelBuffer only exists as part of Texture. As Textures do have no notion of shadowing, PixelBuffers are always unshadowed.
add explicit
HardwarePixelBufferPtr Texture::download()
-> UNPACK_BUFFERTexture::upload(HardwarePixelBufferPtr)
HardwareBufferManager::createPixelBuffer
-> PACK_BUFFERThe text was updated successfully, but these errors were encountered: