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earthquake_3d_viewer_front/three/docs/api/en/textures/CompressedArrayTexture.html

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