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179 lines
5.8 KiB
HTML
179 lines
5.8 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:Texture] →
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<h1>[name]</h1>
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<p class="desc">
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Creates an array of textures directly from raw data, width and height and
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depth.
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</p>
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<h2>Constructor</h2>
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<h3>[name]( data, width, height, depth )</h3>
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<p>
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The data argument must be an
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[link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
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The properties inherited from [page:Texture] are the
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default, except magFilter and minFilter default to THREE.NearestFilter.
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The properties flipY and generateMipmaps are initially set to false.
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</p>
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<p>
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The interpretation of the data depends on type and format: If the type is
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THREE.UnsignedByteType, a Uint8Array will be useful for addressing the
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texel data. If the format is THREE.RGBAFormat, data needs four values for
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one texel; Red, Green, Blue and Alpha (typically the opacity).<br />
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For the packed types, THREE.UnsignedShort4444Type and
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THREE.UnsignedShort5551Type all color components of one texel can be
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addressed as bitfields within an integer element of a Uint16Array.<br />
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In order to use the types THREE.FloatType and THREE.HalfFloatType, the
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WebGL implementation must support the respective extensions
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OES_texture_float and OES_texture_half_float. In order to use
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THREE.LinearFilter for component-wise, bilinear interpolation of the
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texels based on these types, the WebGL extensions OES_texture_float_linear
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or OES_texture_half_float_linear must also be present.
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</p>
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<h2>Code Example</h2>
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<p>This creates a [name] where each texture has a different color.</p>
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<code>
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// create a buffer with color data
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const width = 512;
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const height = 512;
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const depth = 100;
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const size = width * height;
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const data = new Uint8Array( 4 * size * depth );
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for ( let i = 0; i < depth; i ++ ) {
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const color = new THREE.Color( Math.random(), Math.random(), Math.random() );
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const r = Math.floor( color.r * 255 );
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const g = Math.floor( color.g * 255 );
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const b = Math.floor( color.b * 255 );
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for ( let j = 0; j < size; j ++ ) {
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const stride = ( i * size + j ) * 4;
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data[ stride ] = r;
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data[ stride + 1 ] = g;
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data[ stride + 2 ] = b;
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data[ stride + 3 ] = 255;
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}
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}
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// used the buffer to create a [name]
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const texture = new THREE.DataArrayTexture( data, width, height, depth );
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texture.needsUpdate = true;
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_texture2darray WebGL / texture2darray]<br />
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[example:webgl_rendertarget_texture2darray WebGL / rendertarget / texture2darray]
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Texture Texture] class for common properties.</p>
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<h3>[property:Boolean flipY]</h3>
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<p>
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Whether the texture is flipped along the Y axis when uploaded to the GPU.
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Default is `false`.
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</p>
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<h3>[property:Boolean generateMipmaps]</h3>
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<p>
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Whether to generate mipmaps (if possible) for the texture. Default is
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`false`.
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</p>
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<h3>[property:Object image]</h3>
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<p>Overridden with a object holding data, width, height, and depth.</p>
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<h3>[property:Boolean isDataArrayTexture]</h3>
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<p>Read-only flag to check if a given object is of type [name].</p>
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<h3>[property:number magFilter]</h3>
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<p>
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How the texture is sampled when a texel covers more than one pixel. The
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default is [page:Textures THREE.NearestFilter], which uses the value of
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the closest texel.<br /><br />
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See the [page:Textures texture constants] page for details.
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</p>
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<h3>[property:number minFilter]</h3>
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<p>
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How the texture is sampled when a texel covers less than one pixel. The
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default is [page:Textures THREE.NearestFilter], which uses the value of
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the closest texel.<br /><br />
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See the [page:Textures texture constants] page for details.
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</p>
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<h3>[property:number unpackAlignment]</h3>
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<p>
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`1` by default. Specifies the alignment requirements for the start of each
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pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows
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aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
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double-word boundaries). See
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[link:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei] for more information.
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</p>
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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: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:DataArrayTexture.addLayerUpdate addLayerUpdate].
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</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:DataArrayTexture.addLayerUpdate addLayerUpdate].
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</p>
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<p>See the base [page:Texture Texture] class for common methods.</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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