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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Texture] &rarr;
<h1>视频纹理([name]</h1>
<p class="desc">
创建一个使用视频来作为贴图的纹理对象。
</p>
<p>
Note: After the initial use of a texture, the video cannot be changed. Instead, call [page:.dispose]() on the texture and instantiate a new one.
</p>
<h2>代码示例</h2>
<code>
// assuming you have created a HTML video element with id="video"
const video = document.getElementById( 'video' );
const texture = new THREE.VideoTexture( video );
</code>
<h2>例子</h2>
<p>
[example:webgl_materials_video materials / video]<br />
[example:webgl_materials_video_webcam materials / video / webcam]<br />
[example:webgl_video_kinect video / kinect]<br />
[example:webgl_video_panorama_equirectangular video / panorama / equirectangular]<br />
[example:webxr_vr_video vr / video]
</p>
<h2>构造函数</h2>
<h3>[name]( [param:Video video], [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:Video video] -- 将被作为纹理贴图来使用的Video元素。<br />
[page:Constant mapping] -- 纹理贴图将被如何应用(映射)到物体上,它是[page:Textures THREE.UVMapping]中的对象类型。
请参阅[page:Textures mapping constants](映射模式常量)来了解其他选项。<br />
[page:Constant wrapS] -- 默认值是[page:Textures THREE.ClampToEdgeWrapping].
请参阅[page:Textures wrap mode constants](包裹模式常量)来了解其他选项。<br />
[page:Constant wrapT] -- 默认值是[page:Textures THREE.ClampToEdgeWrapping].
请参阅[page:Textures wrap mode constants](包裹模式常量)来了解其他选项。<br />
[page:Constant magFilter] -- 当一个纹素覆盖大于一个像素时,贴图将如何采样。
其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures magnification filter constants](放大滤镜常量)来了解其它选项。<br />
[page:Constant minFilter] -- 当一个纹素覆盖小于一个像素时,贴图将如何采样。
其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
[page:Constant format] -- The default is [page:Textures THREE.RGBAFormat].
请参阅[page:Textures format constants](格式常量)来了解各个选项。<br />
[page:Constant type] -- 默认值是[page:Textures THREE.UnsignedByteType].
请参阅[page:Textures type constants](类型常量)来了解其他选项。<br />
[page:Number anisotropy] -- 沿着轴,通过具有最高纹素密度的像素的采样数。
默认情况下这个值为1。设置一个较高的值将会比基本的mipmap产生更清晰的效果代价是需要使用更多纹理样本。
使用[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() 来查询GPU中各向异性的最大有效值这个值通常是2的幂。<br /><br />
</p>
<h2>属性</h2>
<p>
共有属性请参见其基类[page:Texture Texture]。
</p>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
Whether to generate mipmaps. `false` by default.
</p>
<h3>[property:Boolean isVideoTexture]</h3>
<p>
只读属性,用于检查给定对象是否为[name]类型。
</p>
<h3>[property:Boolean needsUpdate]</h3>
<p>
在这里,你不必手动设置这个值,因为它是由[page:VideoTexture.update update]()方法来进行控制的。
</p>
<h2>方法</h2>
<p>
共有方法请参见其基类[page:Texture Texture]。
</p>
<h3>[method:undefined update]()</h3>
<p>
在每一次新的一帧可用时,这个方法将被自动调用,
并将[property:Boolean needsUpdate]设置为*true*。
</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>