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