You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

142 lines
4.0 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">
Creates a three-dimensional texture from raw data, with parameters to
divide it into width, height, and depth.
</p>
<h2>Constructor</h2>
<h3>
[name]( [param:TypedArray data], [param:Number width], [param:Number height], [param:Number depth] )
</h3>
<p>
[page:Object data] --
[link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] of the texture.<br />
[page:Number width] -- width of the texture.<br />
[page:Number height] -- height of the texture.<br />
[page:Number depth] -- depth of the texture.
</p>
<h2>Code Example</h2>
<p>This creates a [name] with repeating data, 0 to 255</p>
<code>
// create a buffer with some data
const sizeX = 64;
const sizeY = 64;
const sizeZ = 64;
const data = new Uint8Array( sizeX * sizeY * sizeZ );
let i = 0;
for ( let z = 0; z < sizeZ; z ++ ) {
for ( let y = 0; y < sizeY; y ++ ) {
for ( let x = 0; x < sizeX; x ++ ) {
data[ i ] = i % 256;
i ++;
}
}
}
// use the buffer to create the texture
const texture = new THREE.Data3DTexture( data, sizeX, sizeY, sizeZ );
texture.needsUpdate = true;
</code>
<h2>Examples</h2>
<p>
[example:webgl_texture3d WebGL / texture3d]<br />
[example:webgl_texture3d_partialupdate WebGL / texture3d / partialupdate]<br />
[example:webgl_volume_cloud WebGL / volume / cloud]<br />
[example:webgl_volume_perlin WebGL / volume / perlin]
</p>
<h2>Properties</h2>
<p>See the base [page:Texture Texture] class for common properties.</p>
<h3>[property:Boolean flipY]</h3>
<p>
Whether the texture is flipped along the Y axis when uploaded to the GPU.
Default is `false`.
</p>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
Whether to generate mipmaps (if possible) for the texture. Default is
`false`.
</p>
<h3>[property:Image image]</h3>
<p>
Overridden with a record type holding data, width and height and depth.
</p>
<h3>[property:Boolean isData3DTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h3>[property:number magFilter]</h3>
<p>
How the texture is sampled when a texel covers more than one pixel. The
default is [page:Textures THREE.NearestFilter], which uses the value of
the closest texel.<br /><br />
See the [page:Textures texture constants] page for details.
</p>
<h3>[property:number minFilter]</h3>
<p>
How the texture is sampled when a texel covers less than one pixel. The
default is [page:Textures THREE.NearestFilter], which uses the value of
the closest texel.<br /><br />
See the [page:Textures texture constants] page for details.
</p>
<h3>[property:number unpackAlignment]</h3>
<p>
`1` by default. Specifies the alignment requirements for the start of each
pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows
aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
double-word boundaries). See
[link:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei] for more information.
</p>
<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>
<h2>Methods</h2>
<p>See the base [page:Texture Texture] 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>
</body>
</html>