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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>Texture Constants</h1>
- <h2>Mapping Modes</h2>
- <code>
- THREE.UVMapping
- THREE.CubeReflectionMapping
- THREE.CubeRefractionMapping
- THREE.EquirectangularReflectionMapping
- THREE.EquirectangularRefractionMapping
- THREE.CubeUVReflectionMapping
- </code>
- <p>
- These define the texture's mapping mode.<br />
- [page:Constant UVMapping] is the default, and maps the texture using the
- mesh's UV coordinates.<br /><br />
- The rest define environment mapping types.<br /><br />
- [page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for use with a [page:CubeTexture CubeTexture],
- which is made up of six textures, one for each face of the cube.
- [page:Constant CubeReflectionMapping] is the default for a
- [page:CubeTexture CubeTexture]. <br /><br />
- [page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping] are for use with an equirectangular
- environment map. Also called a lat-long map, an equirectangular texture
- represents a 360-degree view along the horizontal centerline, and a
- 180-degree view along the vertical axis, with the top and bottom edges of
- the image corresponding to the north and south poles of a mapped
- sphere.<br /><br />
- See the [example:webgl_materials_envmaps materials / envmaps] example.
- </p>
- <h2>Wrapping Modes</h2>
- <code>
- THREE.RepeatWrapping
- THREE.ClampToEdgeWrapping
- THREE.MirroredRepeatWrapping
- </code>
- <p>
- These define the texture's [page:Texture.wrapS wrapS] and
- [page:Texture.wrapT wrapT] properties, which define horizontal and
- vertical texture wrapping.<br /><br />
- With [page:constant RepeatWrapping] the texture will simply repeat to
- infinity.<br /><br />
- [page:constant ClampToEdgeWrapping] is the default. The last pixel of the
- texture stretches to the edge of the mesh.<br /><br />
- With [page:constant MirroredRepeatWrapping] the texture will repeats to
- infinity, mirroring on each repeat.
- </p>
- <h2>Magnification Filters</h2>
- <code>
- THREE.NearestFilter
- THREE.LinearFilter
- </code>
- <p>
- For use with a texture's [page:Texture.magFilter magFilter] property,
- these define the texture magnification function to be used when the pixel
- being textured maps to an area less than or equal to one texture element
- (texel).<br /><br />
- [page:constant NearestFilter] returns the value of the texture element
- that is nearest (in Manhattan distance) to the specified texture
- coordinates.<br /><br />
- [page:constant LinearFilter] is the default and returns the weighted
- average of the four texture elements that are closest to the specified
- texture coordinates, and can include items wrapped or repeated from other
- parts of a texture, depending on the values of [page:Texture.wrapS wrapS]
- and [page:Texture.wrapT wrapT], and on the exact mapping.
- </p>
- <h2>Minification Filters</h2>
- <code>
- THREE.NearestFilter
- THREE.NearestMipmapNearestFilter
- THREE.NearestMipmapLinearFilter
- THREE.LinearFilter
- THREE.LinearMipmapNearestFilter
- THREE.LinearMipmapLinearFilter
- </code>
- <p>
- For use with a texture's [page:Texture.minFilter minFilter] property,
- these define the texture minifying function that is used whenever the
- pixel being textured maps to an area greater than one texture element
- (texel).<br /><br />
- In addition to [page:constant NearestFilter] and [page:constant LinearFilter], the following four functions can be used for
- minification:<br /><br />
- [page:constant NearestMipmapNearestFilter] chooses the mipmap that most
- closely matches the size of the pixel being textured and uses the
- [page:constant NearestFilter] criterion (the texel nearest to the center
- of the pixel) to produce a texture value.<br /><br />
- [page:constant NearestMipmapLinearFilter] chooses the two mipmaps that
- most closely match the size of the pixel being textured and uses the
- [page:constant NearestFilter] criterion to produce a texture value from
- each mipmap. The final texture value is a weighted average of those two
- values.<br /><br />
- [page:constant LinearMipmapNearestFilter] chooses the mipmap that most
- closely matches the size of the pixel being textured and uses the
- [page:constant LinearFilter] criterion (a weighted average of the four
- texels that are closest to the center of the pixel) to produce a texture
- value.<br /><br />
- [page:constant LinearMipmapLinearFilter] is the default and chooses the
- two mipmaps that most closely match the size of the pixel being textured
- and uses the [page:constant LinearFilter] criterion to produce a texture
- value from each mipmap. The final texture value is a weighted average of
- those two values.<br /><br />
- See the [example:webgl_materials_texture_filters materials / texture / filters] example.
- </p>
- <h2>Types</h2>
- <code>
- THREE.UnsignedByteType
- THREE.ByteType
- THREE.ShortType
- THREE.UnsignedShortType
- THREE.IntType
- THREE.UnsignedIntType
- THREE.FloatType
- THREE.HalfFloatType
- THREE.UnsignedShort4444Type
- THREE.UnsignedShort5551Type
- THREE.UnsignedInt248Type
- THREE.UnsignedInt5999Type
- </code>
- <p>
- For use with a texture's [page:Texture.type type] property, which must
- correspond to the correct format. See below for details.<br /><br />
- [page:constant UnsignedByteType] is the default.
- </p>
- <h2>Formats</h2>
- <code>
- THREE.AlphaFormat
- THREE.RedFormat
- THREE.RedIntegerFormat
- THREE.RGFormat
- THREE.RGIntegerFormat
- THREE.RGBFormat
- THREE.RGBAFormat
- THREE.RGBAIntegerFormat
- THREE.LuminanceFormat
- THREE.LuminanceAlphaFormat
- THREE.DepthFormat
- THREE.DepthStencilFormat
- </code>
- <p>
- For use with a texture's [page:Texture.format format] property, these
- define how elements of a 2d texture, or `texels`, are read by shaders.<br /><br />
- [page:constant AlphaFormat] discards the red, green and blue components
- and reads just the alpha component.<br /><br />
- [page:constant RedFormat] discards the green and blue components and reads
- just the red component.
- <br /><br />
- [page:constant RedIntegerFormat] discards the green and blue components
- and reads just the red component. The texels are read as integers instead
- of floating point.
- <br /><br />
- [page:constant RGFormat] discards the alpha, and blue components and reads
- the red, and green components.
- <br /><br />
- [page:constant RGIntegerFormat] discards the alpha, and blue components
- and reads the red, and green components. The texels are read as integers
- instead of floating point.
- <br /><br />
- [page:constant RGBAFormat] is the default and reads the red, green, blue
- and alpha components.<br /><br />
- [page:constant RGBAIntegerFormat] is the default and reads the red, green,
- blue and alpha components. The texels are read as integers instead of
- floating point.
- <br /><br />
- [page:constant LuminanceFormat] reads each element as a single luminance
- component. This is then converted to a floating point, clamped to the
- range [0,1], and then assembled into an RGBA element by placing the
- luminance value in the red, green and blue channels, and attaching 1.0 to
- the alpha channel.<br /><br />
- [page:constant LuminanceAlphaFormat] reads each element as a
- luminance/alpha double. The same process occurs as for the [page:constant LuminanceFormat], except that the alpha channel may have values other than
- `1.0`.<br /><br />
- [page:constant DepthFormat] reads each element as a single depth value,
- converts it to floating point, and clamps to the range [0,1]. This is the
- default for [page:DepthTexture DepthTexture].<br /><br />
- [page:constant DepthStencilFormat] reads each element is a pair of depth
- and stencil values. The depth component of the pair is interpreted as in
- [page:constant DepthFormat]. The stencil component is interpreted based on
- the depth + stencil internal format.
- <br /><br />
- Note that the texture must have the correct [page:Texture.type type] set,
- as described above. See
- [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
- </p>
- <h2>DDS / ST3C Compressed Texture Formats</h2>
- <code>
- THREE.RGB_S3TC_DXT1_Format
- THREE.RGBA_S3TC_DXT1_Format
- THREE.RGBA_S3TC_DXT3_Format
- THREE.RGBA_S3TC_DXT5_Format
- </code>
- <p>
- For use with a [page:CompressedTexture CompressedTexture]'s
- [page:Texture.format format] property, these require support for the
- [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc] extension. <br /><br />
- There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
- [page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
- image format.<br />
- [page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
- image format with a simple on/off alpha value.<br />
- [page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA
- image format. Compared to a 32-bit RGBA texture, it offers 4:1
- compression.<br />
- [page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA
- image format. It also provides a 4:1 compression, but differs to the DXT3
- compression in how the alpha compression is done.<br />
- </p>
- <h2>PVRTC Compressed Texture Formats</h2>
- <code>
- THREE.RGB_PVRTC_4BPPV1_Format
- THREE.RGB_PVRTC_2BPPV1_Format
- THREE.RGBA_PVRTC_4BPPV1_Format
- THREE.RGBA_PVRTC_2BPPV1_Format
- </code>
- <p>
- For use with a [page:CompressedTexture CompressedTexture]'s
- [page:Texture.format format] property, these require support for the
- [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc] extension. <br />
- PVRTC is typically only available on mobile devices with PowerVR chipsets,
- which are mainly Apple devices.<br /><br />
- There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats
- available via this extension. These are:<br />
- [page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode.
- One block for each 4×4 pixels.<br />
- [page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode.
- One block for each 8×4 pixels.<br />
- [page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode.
- One block for each 4×4 pixels.<br />
- [page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode.
- One block for each 8×4 pixels.<br />
- </p>
- <h2>ETC Compressed Texture Format</h2>
- <code>
- THREE.RGB_ETC1_Format
- THREE.RGB_ETC2_Format
- THREE.RGBA_ETC2_EAC_Format
- </code>
- <p>
- For use with a [page:CompressedTexture CompressedTexture]'s
- [page:Texture.format format] property, these require support for the
- [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1] (ETC1) or
- [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc] (ETC2) extensions. <br /><br />
- </p>
- <h2>ASTC Compressed Texture Format</h2>
- <code>
- THREE.RGBA_ASTC_4x4_Format
- THREE.RGBA_ASTC_5x4_Format
- THREE.RGBA_ASTC_5x5_Format
- THREE.RGBA_ASTC_6x5_Format
- THREE.RGBA_ASTC_6x6_Format
- THREE.RGBA_ASTC_8x5_Format
- THREE.RGBA_ASTC_8x6_Format
- THREE.RGBA_ASTC_8x8_Format
- THREE.RGBA_ASTC_10x5_Format
- THREE.RGBA_ASTC_10x6_Format
- THREE.RGBA_ASTC_10x8_Format
- THREE.RGBA_ASTC_10x10_Format
- THREE.RGBA_ASTC_12x10_Format
- THREE.RGBA_ASTC_12x12_Format
- </code>
- <p>
- For use with a [page:CompressedTexture CompressedTexture]'s
- [page:Texture.format format] property, these require support for the
- [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
- </p>
- <h2>BPTC Compressed Texture Format</h2>
- <code>
- THREE.RGBA_BPTC_Format
- </code>
- <p>
- For use with a [page:CompressedTexture CompressedTexture]'s
- [page:Texture.format format] property, these require support for the
- [link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension. <br /><br />
- </p>
- <h2>Texture Comparison functions</h2>
- <code>
- THREE.NeverCompare
- THREE.LessCompare
- THREE.EqualCompare
- THREE.LessEqualCompare
- THREE.GreaterCompare
- THREE.NotEqualCompare
- THREE.GreaterEqualCompare
- THREE.AlwaysCompare
- </code>
- <h2>Internal Formats</h2>
- <code>
- 'ALPHA'
- 'RGB'
- 'RGBA'
- 'LUMINANCE'
- 'LUMINANCE_ALPHA'
- 'RED_INTEGER'
- 'R8'
- 'R8_SNORM'
- 'R8I'
- 'R8UI'
- 'R16I'
- 'R16UI'
- 'R16F'
- 'R32I'
- 'R32UI'
- 'R32F'
- 'RG8'
- 'RG8_SNORM'
- 'RG8I'
- 'RG8UI'
- 'RG16I'
- 'RG16UI'
- 'RG16F'
- 'RG32I'
- 'RG32UI'
- 'RG32F'
- 'RGB565'
- 'RGB8'
- 'RGB8_SNORM'
- 'RGB8I'
- 'RGB8UI'
- 'RGB16I'
- 'RGB16UI'
- 'RGB16F'
- 'RGB32I'
- 'RGB32UI'
- 'RGB32F'
- 'RGB9_E5'
- 'SRGB8'
- 'R11F_G11F_B10F'
- 'RGBA4'
- 'RGBA8'
- 'RGBA8_SNORM'
- 'RGBA8I'
- 'RGBA8UI'
- 'RGBA16I'
- 'RGBA16UI'
- 'RGBA16F'
- 'RGBA32I'
- 'RGBA32UI'
- 'RGBA32F'
- 'RGB5_A1'
- 'RGB10_A2'
- 'RGB10_A2UI'
- 'SRGB8_ALPHA8'
- 'DEPTH_COMPONENT16'
- 'DEPTH_COMPONENT24'
- 'DEPTH_COMPONENT32F'
- 'DEPTH24_STENCIL8'
- 'DEPTH32F_STENCIL8'
- </code>
- <p>
- For use with a texture's [page:Texture.internalFormat internalFormat]
- property, these define how elements of a texture, or `texels`, are stored
- on the GPU.<br /><br />
- [page:constant R8] stores the red component on 8 bits.<br /><br />
- [page:constant R8_SNORM] stores the red component on 8 bits. The component
- is stored as normalized. <br /><br />
- [page:constant R8I] stores the red component on 8 bits. The component is
- stored as an integer. <br /><br />
- [page:constant R8UI] stores the red component on 8 bits. The component is
- stored as an unsigned integer. <br /><br />
- [page:constant R16I] stores the red component on 16 bits. The component is
- stored as an integer. <br /><br />
- [page:constant R16UI] stores the red component on 16 bits. The component
- is stored as an unsigned integer. <br /><br />
- [page:constant R16F] stores the red component on 16 bits. The component is
- stored as floating point. <br /><br />
- [page:constant R32I] stores the red component on 32 bits. The component is
- stored as an integer. <br /><br />
- [page:constant R32UI] stores the red component on 32 bits. The component
- is stored as an unsigned integer. <br /><br />
- [page:constant R32F] stores the red component on 32 bits. The component is
- stored as floating point. <br /><br />
- [page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
- [page:constant RG8_SNORM] stores the red and green components on 8 bits
- each. Every component is stored as normalized.
- <br /><br />
- [page:constant RG8I] stores the red and green components on 8 bits each.
- Every component is stored as an integer.
- <br /><br />
- [page:constant RG8UI] stores the red and green components on 8 bits each.
- Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RG16I] stores the red and green components on 16 bits each.
- Every component is stored as an integer.
- <br /><br />
- [page:constant RG16UI] stores the red and green components on 16 bits
- each. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RG16F] stores the red and green components on 16 bits each.
- Every component is stored as floating point.
- <br /><br />
- [page:constant RG32I] stores the red and green components on 32 bits each.
- Every component is stored as an integer.
- <br /><br />
- [page:constant RG32UI] stores the red and green components on 32 bits.
- Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RG32F] stores the red and green components on 32 bits.
- Every component is stored as floating point.
- <br /><br />
- [page:constant RGB8] stores the red, green, and blue components on 8 bits
- each. [page:constant RGB8_SNORM] stores the red, green, and blue
- components on 8 bits each. Every component is stored as normalized.
- <br /><br />
- [page:constant RGB8I] stores the red, green, and blue components on 8 bits
- each. Every component is stored as an integer.
- <br /><br />
- [page:constant RGB8UI] stores the red, green, and blue components on 8
- bits each. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RGB16I] stores the red, green, and blue components on 16
- bits each. Every component is stored as an integer.
- <br /><br />
- [page:constant RGB16UI] stores the red, green, and blue components on 16
- bits each. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RGB16F] stores the red, green, and blue components on 16
- bits each. Every component is stored as floating point
- <br /><br />
- [page:constant RGB32I] stores the red, green, and blue components on 32
- bits each. Every component is stored as an integer.
- <br /><br />
- [page:constant RGB32UI] stores the red, green, and blue components on 32
- bits each. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RGB32F] stores the red, green, and blue components on 32
- bits each. Every component is stored as floating point
- <br /><br />
- [page:constant R11F_G11F_B10F] stores the red, green, and blue components
- respectively on 11 bits, 11 bits, and 10bits. Every component is stored as
- floating point.
- <br /><br />
- [page:constant RGB565] stores the red, green, and blue components
- respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
- [page:constant RGB9_E5] stores the red, green, and blue components on 9
- bits each.<br /><br />
- [page:constant RGBA8] stores the red, green, blue, and alpha components on
- 8 bits each.<br /><br />
- [page:constant RGBA8_SNORM] stores the red, green, blue, and alpha
- components on 8 bits. Every component is stored as normalized.
- <br /><br />
- [page:constant RGBA8I] stores the red, green, blue, and alpha components
- on 8 bits each. Every component is stored as an integer.
- <br /><br />
- [page:constant RGBA8UI] stores the red, green, blue, and alpha components
- on 8 bits. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RGBA16I] stores the red, green, blue, and alpha components
- on 16 bits. Every component is stored as an integer.
- <br /><br />
- [page:constant RGBA16UI] stores the red, green, blue, and alpha components
- on 16 bits. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RGBA16F] stores the red, green, blue, and alpha components
- on 16 bits. Every component is stored as floating point.
- <br /><br />
- [page:constant RGBA32I] stores the red, green, blue, and alpha components
- on 32 bits. Every component is stored as an integer.
- <br /><br />
- [page:constant RGBA32UI] stores the red, green, blue, and alpha components
- on 32 bits. Every component is stored as an unsigned integer.
- <br /><br />
- [page:constant RGBA32F] stores the red, green, blue, and alpha components
- on 32 bits. Every component is stored as floating point.
- <br /><br />
- [page:constant RGB5_A1] stores the red, green, blue, and alpha components
- respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
- [page:constant RGB10_A2] stores the red, green, blue, and alpha components
- respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
- [page:constant RGB10_A2UI] stores the red, green, blue, and alpha
- components respectively on 10 bits, 10 bits, 10 bits and 2 bits. Every
- component is stored as an unsigned integer.
- <br /><br />
- [page:constant SRGB8] stores the red, green, and blue components on 8 bits
- each.<br /><br />
- [page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha
- components on 8 bits each.<br /><br />
- [page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
- [page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
- [page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits.
- The component is stored as floating point.<br /><br />
- [page:constant DEPTH24_STENCIL8] stores the depth, and stencil components
- respectively on 24 bits and 8 bits. The stencil component is stored as an
- unsigned integer.
- <br /><br />
- [page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components
- respectively on 32 bits and 8 bits. The depth component is stored as
- floating point, and the stencil component as an unsigned integer.
- <br /><br />
- Note that the texture must have the correct [page:Texture.type type] set,
- as well as the correct [page:Texture.format format]. See
- [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
- [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D], for more details regarding the
- possible combination of [page:Texture.format format],
- [page:Texture.internalFormat internalFormat], and [page:Texture.type type].<br /><br />
- For more in-depth information regarding internal formats, you can also
- refer directly to the
- [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and to the
- [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
- </p>
- <h2>Depth Packing</h2>
- <code>
- THREE.BasicDepthPacking
- THREE.RGBADepthPacking
- </code>
- <p>
- For use with the [page:MeshDepthMaterial.depthPacking depthPacking]
- property of `MeshDepthMaterial`.
- </p>
- <h2>Color Space</h2>
- <code>
- THREE.NoColorSpace = ""
- THREE.SRGBColorSpace = "srgb"
- THREE.LinearSRGBColorSpace = "srgb-linear"
- </code>
- <p>
- Used to define the color space of textures (and the output color space of
- the renderer).<br /><br />
- If the color space type is changed after the texture has already been used
- by a material, you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
- </p>
- </body>
- </html>
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