newTexture(name:scaleFactor:bundle:options:)
Synchronously 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) throws -> any MTLTextureParameters
- 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 textures 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.
Return Value
A fully loaded and initialized Metal texture, or nil if an error occurred.
See Also
Loading Textures from Asset Catalogs
newTexture(name:scaleFactor:bundle:options:completionHandler:)newTextures(names:scaleFactor:bundle:options:completionHandler:)newTexture(name:scaleFactor:displayGamut:bundle:options:)newTexture(name:scaleFactor:displayGamut:bundle:options:completionHandler:)newTextures(names:scaleFactor:displayGamut:bundle:options:completionHandler:)