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

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[page:VideoTexture] &rarr;
<h1>[name]</h1>
<p class="desc">
This class can be used as an alternative way to define video data. Instead of using
an instance of `HTMLVideoElement` like with `VideoTexture`, [name] expects each frame is
defined manually via [page:.setFrame setFrame](). A typical use case for this module is when
video frames are decoded with the WebCodecs API.
</p>
<h2>Code Example</h2>
<code>
const texture = new THREE.VideoFrameTexture();
texture.setFrame( frame );
</code>
<h2>Examples</h2>
<p>
[example:webgpu_video_frame video / frame]
</p>
<h2>Constructor</h2>
<h3>
[name]( [param:Constant mapping], [param:Constant wrapS],
[param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter],
[param:Constant format], [param:Constant type], [param:Number anisotropy] )
</h3>
<p>
[page:Constant mapping] -- How the image is applied to the object. An
object type of [page:Textures THREE.UVMapping].
See [page:Textures mapping constants] for other choices.<br />
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for
other choices.<br />
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for
other choices.<br />
[page:Constant magFilter] -- How the texture is sampled when a texel
covers more than one pixel. The default is [page:Textures THREE.LinearFilter].
See [page:Textures magnification filter constants]
for other choices.<br />
[page:Constant minFilter] -- How the texture is sampled when a texel
covers less than one pixel. The default is [page:Textures THREE.LinearFilter].
See [page:Textures minification filter constants] for
other choices.<br />
[page:Constant format] -- The default is [page:Textures THREE.RGBAFormat].
See [page:Textures format constants] for other choices.<br />
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.<br />
[page:Number anisotropy] -- The number of samples taken along the axis
through the pixel that has the highest density of texels. By default, this
value is `1`. A higher value gives a less blurry result than a basic mipmap,
at the cost of more texture samples being used. Use
[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
the maximum valid anisotropy value for the GPU; this value is usually a
power of 2.<br /><br />
</p>
<h2>Properties</h2>
<p>See the base [page:VideoTexture VideoTexture] class for common properties.</p>
<h3>[property:Boolean isVideoFrameTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h2>Methods</h2>
<p>See the base [page:VideoTexture VideoTexture] class for common methods.</p>
<h3>[method:undefined setFrame]( [param:VideoFrame frame] )</h3>
<p>
Sets the current frame of the video. This will automatically update the texture
so the data can be used for rendering.
</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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</html>