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102 lines
3.2 KiB
HTML
102 lines
3.2 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:CompressedTexture] →
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<h1>[name]</h1>
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<p class="desc">
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Creates an texture 2D array based on data in compressed form, for example
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from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS]
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file.<br /><br />
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For use with the [page:CompressedTextureLoader CompressedTextureLoader].
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</p>
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<h2>Constructor</h2>
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<h3>
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[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type] )
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</h3>
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<p>
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[page:Array mipmaps] -- The mipmaps array should contain objects with
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data, width and height. The mipmaps should be of the correct format and
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type.<br />
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[page:Number width] -- The width of the biggest mipmap.<br />
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[page:Number height] -- The height of the biggest mipmap.<br />
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[page:Number depth] -- The number of layers of the 2D array texture.<br />
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[page:Constant format] -- The format used in the mipmaps. See
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[page:Textures ST3C Compressed Texture Formats], [page:Textures PVRTC Compressed Texture Formats]
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and [page:Textures ETC Compressed Texture Format] for other choices.<br />
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[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
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See [page:Textures type constants] for other choices.<br />
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</p>
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<h2>Properties</h2>
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See the base [page:CompressedTexture CompressedTexture] class for common
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properties.
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<h3>[property:number wrapR]</h3>
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<p>
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This defines how the texture is wrapped in the depth direction.<br />
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The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge
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is clamped to the outer edge texels. The other two choices are
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[page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
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See the [page:Textures texture constants]
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page for details.
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</p>
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<h3>[property:Object image]</h3>
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<p>Overridden with a object containing width, height, and depth.</p>
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<h3>[property:Set layerUpdates]</h3>
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<p>
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A set of all layers which need to be updated in the texture. See
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[Page:CompressedTextureArray.addLayerUpdate addLayerUpdate].
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</p>
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<h3>[property:Boolean isCompressedArrayTexture]</h3>
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<p>Read-only flag to check if a given object is of type [name].</p>
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<h2>Methods</h2>
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<h3>[method:addLayerUpdate addLayerUpdate]( layerIndex )</h3>
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<p>
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Describes that a specific layer of the texture needs to be updated.
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Normally when [page:Texture.needsUpdate needsUpdate] is set to true, the
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entire compressed texture array is sent to the GPU. Marking specific
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layers will only transmit subsets of all mipmaps associated with a
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specific depth in the array which is often much more performant.
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</p>
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<h3>[method:clearLayerUpdates clearLayerUpdates]()</h3>
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<p>
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Resets the layer updates registry. See
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[Page:CompressedTextureArray.addLayerUpdate addLayerUpdate].
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</p>
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<p>
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See the base [page:CompressedTexture CompressedTexture] class for common
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methods.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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