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qt3d5-doc-5.12.6-1.mga7.noarch.rpm

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<td >Qt 5.12</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-qml.html">QML Types</a></td><td >TextureLoader QML Type</td></tr></table><table class="buildversion"><tr>
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<h3><a name="toc">Contents</a></h3>
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<li class="level1"><a href="#properties">Properties</a></li>
<li class="level1"><a href="#details">Detailed Description</a></li>
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<h1 class="title">TextureLoader QML Type</h1>
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<p>Handles the texture loading and setting the texture's properties. <a href="#details">More...</a></p>
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<tr><td class="memItemLeft rightAlign topAlign"> Import Statement:</td><td class="memItemRight bottomAlign"> import Qt3D.Render 2.12</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiates:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-render-textureloader.html"><a href="qt3drender-qtextureloader.html">QTextureLoader</a></td></tr></table></div><ul>
<li><a href="qml-qt3d-render-textureloader-members.html">List of all members, including inherited members</a></li>
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<h2 id="properties">Properties</h2>
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<li class="fn"><b><b><a href="qml-qt3d-render-textureloader.html#mirrored-prop">mirrored</a></b></b> : bool</li>
<li class="fn"><b><b><a href="qml-qt3d-render-textureloader.html#source-prop">source</a></b></b> : url</li>
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<h2>Property Documentation</h2>
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<a name="mirrored-prop"></a><span class="name">mirrored</span> : <span class="type">bool</span></p></td></tr>
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</div><div class="qmldoc"><p>This property specifies whether the texture should be mirrored when loaded. This is a convenience to avoid having to manipulate images to match the origin of the texture coordinates used by the rendering API. By default this property is set to true. This has no effect when using GPU compressed texture formats.</p>
<p><b>Warning:</b> This property results in a performance price payed at runtime when loading uncompressed or CPU compressed image formats such as PNG. To avoid this performance price it is better to set this property to false and load texture assets that have been pre-mirrored.</p>
<p><b>Note: </b>OpenGL specifies the origin of texture coordinates from the lower left hand corner whereas DirectX uses the the upper left hand corner.</p><p><b>Note: </b>When using cube map texture you'll probably want mirroring disabled as the cube map sampler takes a direction rather than regular texture coordinates.</p></div></div><!-- @@@mirrored -->
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</div><div class="qmldoc"><p>This property holds the current texture source.</p>
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