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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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<h1>Texture Constants</h1>
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<h2>Mapping Modes</h2>
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<code>
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THREE.UVMapping
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THREE.CubeReflectionMapping
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THREE.CubeRefractionMapping
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THREE.EquirectangularReflectionMapping
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THREE.EquirectangularRefractionMapping
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THREE.CubeUVReflectionMapping
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</code>
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<p>
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These define the texture's mapping mode.<br />
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[page:Constant UVMapping] is the default, and maps the texture using the
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mesh's UV coordinates.<br /><br />
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The rest define environment mapping types.<br /><br />
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[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for use with a [page:CubeTexture CubeTexture],
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which is made up of six textures, one for each face of the cube.
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[page:Constant CubeReflectionMapping] is the default for a
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[page:CubeTexture CubeTexture]. <br /><br />
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[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping] are for use with an equirectangular
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environment map. Also called a lat-long map, an equirectangular texture
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represents a 360-degree view along the horizontal centerline, and a
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180-degree view along the vertical axis, with the top and bottom edges of
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the image corresponding to the north and south poles of a mapped
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sphere.<br /><br />
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See the [example:webgl_materials_envmaps materials / envmaps] example.
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</p>
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<h2>Wrapping Modes</h2>
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<code>
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THREE.RepeatWrapping
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THREE.ClampToEdgeWrapping
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THREE.MirroredRepeatWrapping
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</code>
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<p>
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These define the texture's [page:Texture.wrapS wrapS] and
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[page:Texture.wrapT wrapT] properties, which define horizontal and
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vertical texture wrapping.<br /><br />
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With [page:constant RepeatWrapping] the texture will simply repeat to
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infinity.<br /><br />
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[page:constant ClampToEdgeWrapping] is the default. The last pixel of the
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texture stretches to the edge of the mesh.<br /><br />
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With [page:constant MirroredRepeatWrapping] the texture will repeats to
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infinity, mirroring on each repeat.
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</p>
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<h2>Magnification Filters</h2>
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<code>
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THREE.NearestFilter
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THREE.LinearFilter
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</code>
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<p>
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For use with a texture's [page:Texture.magFilter magFilter] property,
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these define the texture magnification function to be used when the pixel
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being textured maps to an area less than or equal to one texture element
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(texel).<br /><br />
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[page:constant NearestFilter] returns the value of the texture element
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that is nearest (in Manhattan distance) to the specified texture
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coordinates.<br /><br />
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[page:constant LinearFilter] is the default and returns the weighted
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average of the four texture elements that are closest to the specified
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texture coordinates, and can include items wrapped or repeated from other
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parts of a texture, depending on the values of [page:Texture.wrapS wrapS]
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and [page:Texture.wrapT wrapT], and on the exact mapping.
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</p>
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<h2>Minification Filters</h2>
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<code>
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THREE.NearestFilter
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THREE.NearestMipmapNearestFilter
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THREE.NearestMipmapLinearFilter
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THREE.LinearFilter
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THREE.LinearMipmapNearestFilter
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THREE.LinearMipmapLinearFilter
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</code>
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<p>
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For use with a texture's [page:Texture.minFilter minFilter] property,
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these define the texture minifying function that is used whenever the
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pixel being textured maps to an area greater than one texture element
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(texel).<br /><br />
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In addition to [page:constant NearestFilter] and [page:constant LinearFilter], the following four functions can be used for
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minification:<br /><br />
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[page:constant NearestMipmapNearestFilter] chooses the mipmap that most
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closely matches the size of the pixel being textured and uses the
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[page:constant NearestFilter] criterion (the texel nearest to the center
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of the pixel) to produce a texture value.<br /><br />
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[page:constant NearestMipmapLinearFilter] chooses the two mipmaps that
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most closely match the size of the pixel being textured and uses the
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[page:constant NearestFilter] criterion to produce a texture value from
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each mipmap. The final texture value is a weighted average of those two
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values.<br /><br />
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[page:constant LinearMipmapNearestFilter] chooses the mipmap that most
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closely matches the size of the pixel being textured and uses the
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[page:constant LinearFilter] criterion (a weighted average of the four
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texels that are closest to the center of the pixel) to produce a texture
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value.<br /><br />
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[page:constant LinearMipmapLinearFilter] is the default and chooses the
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two mipmaps that most closely match the size of the pixel being textured
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and uses the [page:constant LinearFilter] criterion to produce a texture
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value from each mipmap. The final texture value is a weighted average of
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those two values.<br /><br />
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See the [example:webgl_materials_texture_filters materials / texture / filters] example.
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</p>
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<h2>Types</h2>
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<code>
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THREE.UnsignedByteType
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THREE.ByteType
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THREE.ShortType
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THREE.UnsignedShortType
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THREE.IntType
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THREE.UnsignedIntType
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THREE.FloatType
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THREE.HalfFloatType
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THREE.UnsignedShort4444Type
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THREE.UnsignedShort5551Type
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THREE.UnsignedInt248Type
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THREE.UnsignedInt5999Type
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</code>
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<p>
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For use with a texture's [page:Texture.type type] property, which must
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correspond to the correct format. See below for details.<br /><br />
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[page:constant UnsignedByteType] is the default.
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</p>
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<h2>Formats</h2>
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<code>
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THREE.AlphaFormat
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THREE.RedFormat
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THREE.RedIntegerFormat
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THREE.RGFormat
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THREE.RGIntegerFormat
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THREE.RGBFormat
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THREE.RGBAFormat
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THREE.RGBAIntegerFormat
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THREE.DepthFormat
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THREE.DepthStencilFormat
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</code>
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<p>
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For use with a texture's [page:Texture.format format] property, these
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define how elements of a 2d texture, or `texels`, are read by shaders.<br /><br />
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[page:constant AlphaFormat] discards the red, green and blue components
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and reads just the alpha component.<br /><br />
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[page:constant RedFormat] discards the green and blue components and reads
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just the red component.
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<br /><br />
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[page:constant RedIntegerFormat] discards the green and blue components
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and reads just the red component. The texels are read as integers instead
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of floating point.
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<br /><br />
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[page:constant RGFormat] discards the alpha, and blue components and reads
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the red, and green components.
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<br /><br />
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[page:constant RGIntegerFormat] discards the alpha, and blue components
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and reads the red, and green components. The texels are read as integers
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instead of floating point.
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<br /><br />
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[page:constant RGBAFormat] is the default and reads the red, green, blue
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and alpha components.<br /><br />
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[page:constant RGBAIntegerFormat] is the default and reads the red, green,
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blue and alpha components. The texels are read as integers instead of
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floating point.
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<br /><br />
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[page:constant DepthFormat] reads each element as a single depth value,
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converts it to floating point, and clamps to the range [0,1]. This is the
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default for [page:DepthTexture DepthTexture].<br /><br />
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[page:constant DepthStencilFormat] reads each element is a pair of depth
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and stencil values. The depth component of the pair is interpreted as in
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[page:constant DepthFormat]. The stencil component is interpreted based on
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the depth + stencil internal format.
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<br /><br />
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Note that the texture must have the correct [page:Texture.type type] set,
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as described above. See
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[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
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</p>
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<h2>DDS / ST3C Compressed Texture Formats</h2>
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<code>
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THREE.RGB_S3TC_DXT1_Format
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THREE.RGBA_S3TC_DXT1_Format
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THREE.RGBA_S3TC_DXT3_Format
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THREE.RGBA_S3TC_DXT5_Format
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</code>
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<p>
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For use with a [page:CompressedTexture CompressedTexture]'s
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[page:Texture.format format] property, these require support for the
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[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc] extension. <br /><br />
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There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
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[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
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image format.<br />
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[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
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image format with a simple on/off alpha value.<br />
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[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA
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image format. Compared to a 32-bit RGBA texture, it offers 4:1
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compression.<br />
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[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA
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image format. It also provides a 4:1 compression, but differs to the DXT3
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compression in how the alpha compression is done.<br />
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</p>
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<h2>PVRTC Compressed Texture Formats</h2>
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<code>
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THREE.RGB_PVRTC_4BPPV1_Format
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THREE.RGB_PVRTC_2BPPV1_Format
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THREE.RGBA_PVRTC_4BPPV1_Format
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THREE.RGBA_PVRTC_2BPPV1_Format
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</code>
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<p>
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For use with a [page:CompressedTexture CompressedTexture]'s
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[page:Texture.format format] property, these require support for the
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[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc] extension. <br />
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PVRTC is typically only available on mobile devices with PowerVR chipsets,
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which are mainly Apple devices.<br /><br />
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There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats
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available via this extension. These are:<br />
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[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode.
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One block for each 4×4 pixels.<br />
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[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode.
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One block for each 8×4 pixels.<br />
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[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode.
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One block for each 4×4 pixels.<br />
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[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode.
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One block for each 8×4 pixels.<br />
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</p>
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<h2>ETC Compressed Texture Format</h2>
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<code>
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THREE.RGB_ETC1_Format
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THREE.RGB_ETC2_Format
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THREE.RGBA_ETC2_EAC_Format
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</code>
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<p>
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For use with a [page:CompressedTexture CompressedTexture]'s
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[page:Texture.format format] property, these require support for the
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[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1] (ETC1) or
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[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc] (ETC2) extensions. <br /><br />
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</p>
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<h2>ASTC Compressed Texture Format</h2>
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<code>
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THREE.RGBA_ASTC_4x4_Format
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THREE.RGBA_ASTC_5x4_Format
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THREE.RGBA_ASTC_5x5_Format
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THREE.RGBA_ASTC_6x5_Format
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THREE.RGBA_ASTC_6x6_Format
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THREE.RGBA_ASTC_8x5_Format
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THREE.RGBA_ASTC_8x6_Format
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THREE.RGBA_ASTC_8x8_Format
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THREE.RGBA_ASTC_10x5_Format
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THREE.RGBA_ASTC_10x6_Format
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THREE.RGBA_ASTC_10x8_Format
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THREE.RGBA_ASTC_10x10_Format
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THREE.RGBA_ASTC_12x10_Format
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THREE.RGBA_ASTC_12x12_Format
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</code>
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<p>
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For use with a [page:CompressedTexture CompressedTexture]'s
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[page:Texture.format format] property, these require support for the
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[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
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</p>
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<h2>BPTC Compressed Texture Format</h2>
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<code>
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|
THREE.RGBA_BPTC_Format
|
|
|
|
|
</code>
|
|
|
|
|
<p>
|
|
|
|
|
For use with a [page:CompressedTexture CompressedTexture]'s
|
|
|
|
|
[page:Texture.format format] property, these require support for the
|
|
|
|
|
[link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension. <br /><br />
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<h2>Texture Comparison functions</h2>
|
|
|
|
|
<code>
|
|
|
|
|
THREE.NeverCompare
|
|
|
|
|
THREE.LessCompare
|
|
|
|
|
THREE.EqualCompare
|
|
|
|
|
THREE.LessEqualCompare
|
|
|
|
|
THREE.GreaterCompare
|
|
|
|
|
THREE.NotEqualCompare
|
|
|
|
|
THREE.GreaterEqualCompare
|
|
|
|
|
THREE.AlwaysCompare
|
|
|
|
|
</code>
|
|
|
|
|
|
|
|
|
|
<h2>Internal Formats</h2>
|
|
|
|
|
<code>
|
|
|
|
|
'ALPHA'
|
|
|
|
|
'RGB'
|
|
|
|
|
'RGBA'
|
|
|
|
|
'LUMINANCE'
|
|
|
|
|
'LUMINANCE_ALPHA'
|
|
|
|
|
'RED_INTEGER'
|
|
|
|
|
'R8'
|
|
|
|
|
'R8_SNORM'
|
|
|
|
|
'R8I'
|
|
|
|
|
'R8UI'
|
|
|
|
|
'R16I'
|
|
|
|
|
'R16UI'
|
|
|
|
|
'R16F'
|
|
|
|
|
'R32I'
|
|
|
|
|
'R32UI'
|
|
|
|
|
'R32F'
|
|
|
|
|
'RG8'
|
|
|
|
|
'RG8_SNORM'
|
|
|
|
|
'RG8I'
|
|
|
|
|
'RG8UI'
|
|
|
|
|
'RG16I'
|
|
|
|
|
'RG16UI'
|
|
|
|
|
'RG16F'
|
|
|
|
|
'RG32I'
|
|
|
|
|
'RG32UI'
|
|
|
|
|
'RG32F'
|
|
|
|
|
'RGB565'
|
|
|
|
|
'RGB8'
|
|
|
|
|
'RGB8_SNORM'
|
|
|
|
|
'RGB8I'
|
|
|
|
|
'RGB8UI'
|
|
|
|
|
'RGB16I'
|
|
|
|
|
'RGB16UI'
|
|
|
|
|
'RGB16F'
|
|
|
|
|
'RGB32I'
|
|
|
|
|
'RGB32UI'
|
|
|
|
|
'RGB32F'
|
|
|
|
|
'RGB9_E5'
|
|
|
|
|
'SRGB8'
|
|
|
|
|
'R11F_G11F_B10F'
|
|
|
|
|
'RGBA4'
|
|
|
|
|
'RGBA8'
|
|
|
|
|
'RGBA8_SNORM'
|
|
|
|
|
'RGBA8I'
|
|
|
|
|
'RGBA8UI'
|
|
|
|
|
'RGBA16I'
|
|
|
|
|
'RGBA16UI'
|
|
|
|
|
'RGBA16F'
|
|
|
|
|
'RGBA32I'
|
|
|
|
|
'RGBA32UI'
|
|
|
|
|
'RGBA32F'
|
|
|
|
|
'RGB5_A1'
|
|
|
|
|
'RGB10_A2'
|
|
|
|
|
'RGB10_A2UI'
|
|
|
|
|
'SRGB8_ALPHA8'
|
|
|
|
|
'DEPTH_COMPONENT16'
|
|
|
|
|
'DEPTH_COMPONENT24'
|
|
|
|
|
'DEPTH_COMPONENT32F'
|
|
|
|
|
'DEPTH24_STENCIL8'
|
|
|
|
|
'DEPTH32F_STENCIL8'
|
|
|
|
|
</code>
|
|
|
|
|
|
|
|
|
|
<p>
|
|
|
|
|
For use with a texture's [page:Texture.internalFormat internalFormat]
|
|
|
|
|
property, these define how elements of a texture, or `texels`, are stored
|
|
|
|
|
on the GPU.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R8] stores the red component on 8 bits.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R8_SNORM] stores the red component on 8 bits. The component
|
|
|
|
|
is stored as normalized. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R8I] stores the red component on 8 bits. The component is
|
|
|
|
|
stored as an integer. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R8UI] stores the red component on 8 bits. The component is
|
|
|
|
|
stored as an unsigned integer. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R16I] stores the red component on 16 bits. The component is
|
|
|
|
|
stored as an integer. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R16UI] stores the red component on 16 bits. The component
|
|
|
|
|
is stored as an unsigned integer. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R16F] stores the red component on 16 bits. The component is
|
|
|
|
|
stored as floating point. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R32I] stores the red component on 32 bits. The component is
|
|
|
|
|
stored as an integer. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R32UI] stores the red component on 32 bits. The component
|
|
|
|
|
is stored as an unsigned integer. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R32F] stores the red component on 32 bits. The component is
|
|
|
|
|
stored as floating point. <br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG8_SNORM] stores the red and green components on 8 bits
|
|
|
|
|
each. Every component is stored as normalized.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG8I] stores the red and green components on 8 bits each.
|
|
|
|
|
Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG8UI] stores the red and green components on 8 bits each.
|
|
|
|
|
Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG16I] stores the red and green components on 16 bits each.
|
|
|
|
|
Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG16UI] stores the red and green components on 16 bits
|
|
|
|
|
each. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG16F] stores the red and green components on 16 bits each.
|
|
|
|
|
Every component is stored as floating point.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG32I] stores the red and green components on 32 bits each.
|
|
|
|
|
Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG32UI] stores the red and green components on 32 bits.
|
|
|
|
|
Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RG32F] stores the red and green components on 32 bits.
|
|
|
|
|
Every component is stored as floating point.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB8] stores the red, green, and blue components on 8 bits
|
|
|
|
|
each. [page:constant RGB8_SNORM] stores the red, green, and blue
|
|
|
|
|
components on 8 bits each. Every component is stored as normalized.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB8I] stores the red, green, and blue components on 8 bits
|
|
|
|
|
each. Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB8UI] stores the red, green, and blue components on 8
|
|
|
|
|
bits each. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB16I] stores the red, green, and blue components on 16
|
|
|
|
|
bits each. Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB16UI] stores the red, green, and blue components on 16
|
|
|
|
|
bits each. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB16F] stores the red, green, and blue components on 16
|
|
|
|
|
bits each. Every component is stored as floating point
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB32I] stores the red, green, and blue components on 32
|
|
|
|
|
bits each. Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB32UI] stores the red, green, and blue components on 32
|
|
|
|
|
bits each. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB32F] stores the red, green, and blue components on 32
|
|
|
|
|
bits each. Every component is stored as floating point
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant R11F_G11F_B10F] stores the red, green, and blue components
|
|
|
|
|
respectively on 11 bits, 11 bits, and 10bits. Every component is stored as
|
|
|
|
|
floating point.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB565] stores the red, green, and blue components
|
|
|
|
|
respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB9_E5] stores the red, green, and blue components on 9
|
|
|
|
|
bits each.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA8] stores the red, green, blue, and alpha components on
|
|
|
|
|
8 bits each.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha
|
|
|
|
|
components on 8 bits. Every component is stored as normalized.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA8I] stores the red, green, blue, and alpha components
|
|
|
|
|
on 8 bits each. Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA8UI] stores the red, green, blue, and alpha components
|
|
|
|
|
on 8 bits. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA16I] stores the red, green, blue, and alpha components
|
|
|
|
|
on 16 bits. Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA16UI] stores the red, green, blue, and alpha components
|
|
|
|
|
on 16 bits. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA16F] stores the red, green, blue, and alpha components
|
|
|
|
|
on 16 bits. Every component is stored as floating point.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA32I] stores the red, green, blue, and alpha components
|
|
|
|
|
on 32 bits. Every component is stored as an integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA32UI] stores the red, green, blue, and alpha components
|
|
|
|
|
on 32 bits. Every component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGBA32F] stores the red, green, blue, and alpha components
|
|
|
|
|
on 32 bits. Every component is stored as floating point.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB5_A1] stores the red, green, blue, and alpha components
|
|
|
|
|
respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB10_A2] stores the red, green, blue, and alpha components
|
|
|
|
|
respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant RGB10_A2UI] stores the red, green, blue, and alpha
|
|
|
|
|
components respectively on 10 bits, 10 bits, 10 bits and 2 bits. Every
|
|
|
|
|
component is stored as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant SRGB8] stores the red, green, and blue components on 8 bits
|
|
|
|
|
each.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha
|
|
|
|
|
components on 8 bits each.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits.
|
|
|
|
|
The component is stored as floating point.<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components
|
|
|
|
|
respectively on 24 bits and 8 bits. The stencil component is stored as an
|
|
|
|
|
unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components
|
|
|
|
|
respectively on 32 bits and 8 bits. The depth component is stored as
|
|
|
|
|
floating point, and the stencil component as an unsigned integer.
|
|
|
|
|
<br /><br />
|
|
|
|
|
|
|
|
|
|
Note that the texture must have the correct [page:Texture.type type] set,
|
|
|
|
|
as well as the correct [page:Texture.format format]. See
|
|
|
|
|
[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
|
|
|
|
|
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D], for more details regarding the
|
|
|
|
|
possible combination of [page:Texture.format format],
|
|
|
|
|
[page:Texture.internalFormat internalFormat], and [page:Texture.type type].<br /><br />
|
|
|
|
|
|
|
|
|
|
For more in-depth information regarding internal formats, you can also
|
|
|
|
|
refer directly to the
|
|
|
|
|
[link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and to the
|
|
|
|
|
[link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<h2>Depth Packing</h2>
|
|
|
|
|
<code>
|
|
|
|
|
THREE.BasicDepthPacking
|
|
|
|
|
THREE.RGBADepthPacking
|
|
|
|
|
</code>
|
|
|
|
|
<p>
|
|
|
|
|
For use with the [page:MeshDepthMaterial.depthPacking depthPacking]
|
|
|
|
|
property of `MeshDepthMaterial`.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<h2>Color Space</h2>
|
|
|
|
|
<code>
|
|
|
|
|
THREE.NoColorSpace = ""
|
|
|
|
|
THREE.SRGBColorSpace = "srgb"
|
|
|
|
|
THREE.LinearSRGBColorSpace = "srgb-linear"
|
|
|
|
|
</code>
|
|
|
|
|
<p>
|
|
|
|
|
Used to define the color space of textures (and the output color space of
|
|
|
|
|
the renderer).<br /><br />
|
|
|
|
|
|
|
|
|
|
If the color space type is changed after the texture has already been used
|
|
|
|
|
by a material, you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<h2>Source</h2>
|
|
|
|
|
<p>
|
|
|
|
|
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
|
|
|
|
|
</p>
|
|
|
|
|
</body>
|
|
|
|
|
</html>
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