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<!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>
<h1>[name]</h1>
<p class="desc">Represents the data source of a texture.</p>
<h2>Constructor</h2>
<h3>[name]( [param:Any data] )</h3>
<p>
[page:Any data] -- The data definition of a texture. Default is `null`.
</p>
<h2>Properties</h2>
<h3>[property:Any data]</h3>
<p>
The actual data of a texture. The type of this property depends on the
texture that uses this instance.
</p>
<h3>[property:Boolean isSource]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h3>[property:Boolean needsUpdate]</h3>
<p>
When the property is set to `true`, the engine allocates the memory for the texture (if necessary) and triggers the actual texture upload to the GPU next time the source is used.
</p>
<h3>[property:Boolean dataReady]</h3>
<p>
This property is only relevant when [page:.needUpdate] is set to `true` and provides more control on how texture data should be processed.
When `dataReady` is set to `false`, the engine performs the memory allocation (if necessary) but does not transfer the data into the GPU memory. Default is `true`.
</p>
<h3>[property:String uuid]</h3>
<p>
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of
this object instance. This gets automatically assigned, so this shouldn't
be edited.
</p>
<h3>[property:Integer version]</h3>
<p>
This starts at `0` and counts how many times [page:Source.needsUpdate .needsUpdate] is set to `true`.
</p>
<h2>Methods</h2>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- optional object containing metadata.<br />
Convert the data source to three.js
[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>