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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>
- [page:Texture] →
- <h1>[name]</h1>
- <p class="desc">
- Creates a texture from a canvas element.<br /><br />
- This is almost the same as the base [page:Texture Texture] class, except
- that it sets [page:Texture.needsUpdate needsUpdate] to `true` immediately.
- </p>
- <h2>Constructor</h2>
- <h3>
- [name]( [param:HTMLElement canvas], [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:HTMLElement canvas] -- The HTML canvas element from which to load
- the texture. <br />
- [page:Constant mapping] -- How the image is applied to the object. An
- object type of [page:Textures THREE.UVMapping]. See [page:Textures mapping constants] for other choices.<br />
- [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
- See [page:Textures wrap mode constants] for
- other choices.<br />
- [page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
- See [page:Textures wrap mode constants] for
- other choices.<br />
- [page:Constant magFilter] -- How the texture is sampled when a texel
- covers more than one pixel. The default is [page:Textures THREE.LinearFilter].
- See [page:Textures magnification filter constants]
- for other choices.<br />
- [page:Constant minFilter] -- How the texture is sampled when a texel
- covers less than one pixel. The default is [page:Textures THREE.LinearMipmapLinearFilter].
- See [page:Textures minification filter constants] for other choices.<br />
- [page:Constant format] -- The format used in the texture. See
- [page:Textures format constants] for other choices.<br />
- [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
- See [page:Textures type constants] for other choices.<br />
- [page:Number anisotropy] -- The number of samples taken along the axis
- through the pixel that has the highest density of texels. By default, this
- value is `1`. A higher value gives a less blurry result than a basic mipmap,
- at the cost of more texture samples being used. Use
- [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
- the maximum valid anisotropy value for the GPU; this value is usually a
- power of 2.<br /><br />
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Texture Texture] class for common properties.</p>
- <h3>[property:Boolean isCanvasTexture]</h3>
- <p>Read-only flag to check if a given object is of type [name].</p>
- <h3>[property:Boolean needsUpdate]</h3>
- <p>True by default. This is required so that the canvas data is loaded.</p>
- <h2>Methods</h2>
- <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>
- </body>
- </html>
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