DataMaterial.setData¶
Summary¶
DataMaterial.setData updates data state on this DataMaterial and marks dependent GPU data for refresh.
Syntax¶
DataMaterial.setData(data: Float32Array, opts: { keepCPUData?: boolean } = {}): void
material.setData(data, opts);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
data |
Float32Array |
Yes | Packed numeric data consumed by this API. |
opts |
{ keepCPUData?: boolean } = {} |
Yes | Optional configuration object that customizes behavior for this call. |
Returns¶
void - No return value. The call applies side effects to runtime state and/or GPU resources.
Type Details¶
SetDataopts¶
SetDataopts Fields¶
| Name | Type | Required | Description |
|---|---|---|---|
keepCPUData |
boolean |
No | When true, CPU arrays are retained after upload. |
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const material = wgpu.material.data({ data: new Float32Array([0.2, 0.4, 0.7, 1.0]), scaleTransform: { mode: "linear", domainMin: 0, domainMax: 1 }, colormap: "viridis" });
const data = new Float32Array([0, 0, 0, 0.1, 1, 0, 0, 0.8]);
const opts = { keepCPUData: true };
material.setData(data, opts);
console.log("updated");
See Also¶
- DataMaterial.colormap
- DataMaterial.createBindGroupLayout
- DataMaterial.destroy
- DataMaterial.dropCPUData
- DataMaterial.getColormapForBinding
- DataMaterial.getColormapKey
- DataMaterial.getScaleSourceDescriptor
- DataMaterial.getShaderCode
- DataMaterial.getUniformBufferSize
- DataMaterial.getUniformData
- DataMaterial.onVisualChange
- DataMaterial.opacity