Egui::TextureRegistry
Inherits Reference < Object
Instance methods
Create an EMPTY updatable RGBA8 texture for pixels that change every frame (decoded video, camera frames); 0 = failure. Content is undefined until the first #update.
Destroy at END of frame. Raster-cache evictions (Svg#paint) happen while the frame's commands are still being built, and a texture referenced by an already-emitted ImageCmd must survive until the frame is drawn — the sokol backend flushes after its pass; this default destroys immediately (headless draws nothing).
True when #register_rgba hands out real GPU textures. The Svg raster cache (see Svg#paint) only engages on a graphical backend; the headless dummy paints nothing — specs assert on the bake buffers instead (NanoSvgCr works headless).
Pixel dimensions of an image file, header-only probe (nil = unknown / unreadable — the headless dummy). Layout-side sizing before/without a #load.
True while #destroy_later entries are pending — the backend must not replay its cached idle-frame commands (they may reference textures awaiting destruction).
Upload RGBA8 pixel data; returns a texture id (0 = failure).
Push fresh RGBA8 pixels into a texture created by #create_stream (same size it was created with).