[page:VideoTexture] →

[name]

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.

Code Example

const texture = new THREE.VideoFrameTexture(); texture.setFrame( frame );

Examples

[example:webgpu_video_frame video / frame]

Constructor

[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] )

[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.
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping]. See [page:Textures wrap mode constants] for other choices.
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping]. See [page:Textures wrap mode constants] for other choices.
[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.
[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.
[page:Constant format] -- The default is [page:Textures THREE.RGBAFormat]. See [page:Textures format constants] for other choices.
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType]. See [page:Textures type constants] for other choices.
[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.

Properties

See the base [page:VideoTexture VideoTexture] class for common properties.

[property:Boolean isVideoFrameTexture]

Read-only flag to check if a given object is of type [name].

Methods

See the base [page:VideoTexture VideoTexture] class for common methods.

[method:undefined setFrame]( [param:VideoFrame frame] )

Sets the current frame of the video. This will automatically update the texture so the data can be used for rendering.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]