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142 lines
4.0 KiB
HTML
142 lines
4.0 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 a three-dimensional texture from raw data, with parameters to
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divide it into width, height, and depth.
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</p>
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<h2>Constructor</h2>
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<h3>
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[name]( [param:TypedArray data], [param:Number width], [param:Number height], [param:Number depth] )
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</h3>
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<p>
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[page:Object data] --
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[link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] of the texture.<br />
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[page:Number width] -- width of the texture.<br />
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[page:Number height] -- height of the texture.<br />
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[page:Number depth] -- depth of the texture.
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</p>
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<h2>Code Example</h2>
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<p>This creates a [name] with repeating data, 0 to 255</p>
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<code>
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// create a buffer with some data
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const sizeX = 64;
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const sizeY = 64;
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const sizeZ = 64;
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const data = new Uint8Array( sizeX * sizeY * sizeZ );
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let i = 0;
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for ( let z = 0; z < sizeZ; z ++ ) {
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for ( let y = 0; y < sizeY; y ++ ) {
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for ( let x = 0; x < sizeX; x ++ ) {
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data[ i ] = i % 256;
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i ++;
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}
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}
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}
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// use the buffer to create the texture
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const texture = new THREE.Data3DTexture( data, sizeX, sizeY, sizeZ );
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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_texture3d WebGL / texture3d]<br />
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[example:webgl_texture3d_partialupdate WebGL / texture3d / partialupdate]<br />
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[example:webgl_volume_cloud WebGL / volume / cloud]<br />
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[example:webgl_volume_perlin WebGL / volume / perlin]
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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:Image image]</h3>
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<p>
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Overridden with a record type holding data, width and height and depth.
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</p>
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<h3>[property:Boolean isData3DTexture]</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] page for details.
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</p>
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<h2>Methods</h2>
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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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