--- @class ActorFrameTexture: ActorFrame --- @field public __index table Gives you the ``ActorFrameTexture`` table again local ActorFrameTexture = {} --- Creates the render target - you must call this before using an ActorFrameTexture --- --- This should be called after configuring the ActorFrameTexture (using methods such as :lua:meth:`EnableDepthBuffer` and what not) --- --- |since_notitg_v1| --- --- @return void function ActorFrameTexture:Create() end --- Recreates the render target --- --- |since_notitg_unk| (|notitg_v4| or earlier?) --- --- @return void function ActorFrameTexture:Recreate() end --- Sets whether the render target should have an alpha buffer --- --- This is disabled by default --- --- |since_notitg_v1| --- --- @param enable boolean Whether an alpha buffer should be created --- --- @return void function ActorFrameTexture:EnableAlphaBuffer(enable) end --- Sets whether the render target should have a depth buffer/Z buffer --- --- This is disabled by default --- --- |since_notitg_v1| --- --- @param enable boolean Whether a depth buffer should be created --- --- @return void function ActorFrameTexture:EnableDepthBuffer(enable) end --- Sets whether the render target should be grayscale --- --- This is disabled by default --- --- |since_notitg_v2| --- --- @param enable boolean Whether the render target should be grayscale --- --- @return void function ActorFrameTexture:EnableGrayscale() end --- Sets whether the render target should be cleared before drawing to it --- --- If preserve texture is enabled, then the render target will not be cleared when rendering. --- --- This is disabled by default (ie: it defaults to clearing the target before rendering) --- --- |since_notitg_v1| --- --- @param enable boolean Whether preserve texture should be enabled or not --- --- @return void function ActorFrameTexture:EnablePreserveTexture(enable) end --- Sets whether the ActorFrameTexture should use floating point buffers --- --- This is disabled by default --- --- |since_notitg_v1| --- --- @param enable boolean Whether floating point buffers should be used --- --- @return void function ActorFrameTexture:EnableFloat() end --- Returns the texture/render target --- --- |since_notitg_v1| --- --- @return RageTextureRenderTarget function ActorFrameTexture:GetTexture() end --- Sets the name of the texture --- --- This can be used to reference the ActorFrameTexture's texture/render target from another actor --- --- |since_notitg_v1| --- --- @param name string The new name for the texture --- --- @return void function ActorFrameTexture:SetTextureName(name) end --- Returns the texture's name --- --- |since_notitg_v1| --- --- @return string function ActorFrameTexture:GetTextureName() end --- Returns an ``ActorFrameTexture (MemoryAddress)`` string --- --- |since_unk| --- --- @return string function ActorFrameTexture:__tostring() end return ActorFrameTexture