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earthquake_3d_viewer_front/three/docs/api/en/textures/DataArrayTexture.html

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[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">
Creates an array of textures directly from raw data, width and height and
depth.
</p>
<h2>Constructor</h2>
<h3>[name]( data, width, height, depth )</h3>
<p>
The data argument must be an
[link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
The properties inherited from [page:Texture] are the
default, except magFilter and minFilter default to THREE.NearestFilter.
The properties flipY and generateMipmaps are initially set to false.
</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>
<p>This creates a [name] where each texture has a different color.</p>
<code>
// create a buffer with color data
const width = 512;
const height = 512;
const depth = 100;
const size = width * height;
const data = new Uint8Array( 4 * size * depth );
for ( let i = 0; i < depth; i ++ ) {
const color = new THREE.Color( Math.random(), Math.random(), Math.random() );
const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 );
const b = Math.floor( color.b * 255 );
for ( let j = 0; j < size; j ++ ) {
const stride = ( i * size + j ) * 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.DataArrayTexture( data, width, height, depth );
texture.needsUpdate = true;
</code>
<h2>Examples</h2>
<p>
[example:webgl_texture2darray WebGL / texture2darray]<br />
[example:webgl_rendertarget_texture2darray WebGL / rendertarget / texture2darray]
</p>
<h2>Properties</h2>
<p>See the base [page:Texture Texture] class for common properties.</p>
<h3>[property:Boolean flipY]</h3>
<p>
Whether the texture is flipped along the Y axis when uploaded to the GPU.
Default is `false`.
</p>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
Whether to generate mipmaps (if possible) for the texture. Default is
`false`.
</p>
<h3>[property:Object image]</h3>
<p>Overridden with a object holding data, width, height, and depth.</p>
<h3>[property:Boolean isDataArrayTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h3>[property:number magFilter]</h3>
<p>
How the texture is sampled when a texel covers more than one pixel. The
default is [page:Textures THREE.NearestFilter], which uses the value of
the closest texel.<br /><br />
See the [page:Textures texture constants] page for details.
</p>
<h3>[property:number minFilter]</h3>
<p>
How the texture is sampled when a texel covers less than one pixel. The
default is [page:Textures THREE.NearestFilter], which uses the value of
the closest texel.<br /><br />
See the [page:Textures texture constants] page for details.
</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:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei] for more information.
</p>
<h3>[property:number wrapR]</h3>
<p>
This defines how the texture is wrapped in the depth direction.<br />
The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge
is clamped to the outer edge texels. The other two choices are
[page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
See the [page:Textures texture constants]
page for details.
</p>
<h3>[property:Set layerUpdates]</h3>
<p>
A set of all layers which need to be updated in the texture. See
[Page:DataArrayTexture.addLayerUpdate addLayerUpdate].
</p>
<h2>Methods</h2>
<h3>[method:addLayerUpdate addLayerUpdate]( layerIndex )</h3>
<p>
Describes that a specific layer of the texture needs to be updated.
Normally when [page:Texture.needsUpdate needsUpdate] is set to true, the
entire compressed texture array is sent to the GPU. Marking specific
layers will only transmit subsets of all mipmaps associated with a
specific depth in the array which is often much more performant.
</p>
<h3>[method:clearLayerUpdates clearLayerUpdates]()</h3>
<p>
Resets the layer updates registry. See
[Page:DataArrayTexture.addLayerUpdate addLayerUpdate].
</p>
<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>
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</html>