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<head>
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<body>
[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">
Creates a texture directly from raw data, width and height.
</p>
<h2>Constructor</h2>
<h3>
[name]( data, width, height, format, type, mapping, wrapS, wrapT,
magFilter, minFilter, anisotropy, colorSpace )
</h3>
<p>
The data argument must be an
[link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
Further parameters correspond to the properties
inherited from [page:Texture], where both magFilter and minFilter default
to THREE.NearestFilter.
</p>
<p>
The interpretation of the data depends on type and format: If the type is
THREE.UnsignedByteType, a Uint8Array will be useful for addressing the
texel data. If the format is THREE.RGBAFormat, data needs four values for
one texel; Red, Green, Blue and Alpha (typically the opacity).<br />
For the packed types, THREE.UnsignedShort4444Type and
THREE.UnsignedShort5551Type all color components of one texel can be
addressed as bitfields within an integer element of a Uint16Array.<br />
In order to use the types THREE.FloatType and THREE.HalfFloatType, the
WebGL implementation must support the respective extensions
OES_texture_float and OES_texture_half_float. In order to use
THREE.LinearFilter for component-wise, bilinear interpolation of the
texels based on these types, the WebGL extensions OES_texture_float_linear
or OES_texture_half_float_linear must also be present.
</p>
<h2>Code Example</h2>
<code>
// create a buffer with color data
const width = 512;
const height = 512;
const size = width * height;
const data = new Uint8Array( 4 * size );
const color = new THREE.Color( 0xffffff );
const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 );
const b = Math.floor( color.b * 255 );
for ( let i = 0; i < size; i ++ ) {
const stride = i * 4;
data[ stride ] = r;
data[ stride + 1 ] = g;
data[ stride + 2 ] = b;
data[ stride + 3 ] = 255;
}
// used the buffer to create a [name]
const texture = new THREE.DataTexture( data, width, height );
texture.needsUpdate = true;
</code>
<h2>Properties</h2>
<p>See the base [page:Texture Texture] class for common properties.</p>
<h3>[property:Boolean flipY]</h3>
<p>
If set to `true`, the texture is flipped along the vertical axis when
uploaded to the GPU. Default is `false`.
</p>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
Whether to generate mipmaps (if possible) for a texture. False by default.
</p>
<h3>[property:Object image]</h3>
<p>Overridden with a object holding data, width, and height.</p>
<h3>[property:Boolean isDataTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</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:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] for more information.
</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>