Instance Method

newTexture(name:scaleFactor:bundle:options:completionHandler:)

Asynchronously loads image data and creates a Metal texture from the named texture asset in an asset catalog.

Declaration

func newTexture(name: String, scaleFactor: CGFloat, bundle: Bundle?, options: [MTKTextureLoader.Option : Any]? = nil, completionHandler: @escaping MTKTextureLoader.Callback)

Parameters

name

The name of a texture in an asset catalog.

scaleFactor

The scale factor of texture to request.

In iOS and tvOS, pass the contentsScale value of the view where you plan to display texture content.

In macOS, pass the backingScaleFactor value of the window where you plan to display texture content.

bundle

The resource bundle containing the asset catalog to load the texture from.

options

A dictionary describing any additional texture loading steps. See Texture Loading Options.

When using this method, the texture loader ignores the generateMipmaps, SRGB, cubeLayout, and origin options.

completionHandler

A block called when the texture has been loaded and fully initialized.

See Also

Loading Textures from Asset Catalogs

func newTexture(name: String, scaleFactor: CGFloat, bundle: Bundle?, options: [MTKTextureLoader.Option : Any]?) -> MTLTexture

Synchronously loads image data and creates a Metal texture from the named texture asset in an asset catalog.

func newTextures(names: [String], scaleFactor: CGFloat, bundle: Bundle?, options: [MTKTextureLoader.Option : Any]?, completionHandler: MTKTextureLoader.ArrayCallback)

Asynchronously loads image data and creates Metal textures from the specified list of named texture assets in an asset catalog.

func newTexture(name: String, scaleFactor: CGFloat, displayGamut: NSDisplayGamut, bundle: Bundle?, options: [MTKTextureLoader.Option : Any]?) -> MTLTexture

Synchronously loads image data and creates a Metal texture from the named texture asset in an asset catalog, using a specified display gamut.