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- <head>
- <meta charset="utf-8" />
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- </head>
- <body>
- [page:CompressedTexture] →
- <h1>[name]</h1>
- <p class="desc">
- Creates an texture 2D array based on data in compressed form, for example
- from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS]
- file.<br /><br />
- For use with the [page:CompressedTextureLoader CompressedTextureLoader].
- </p>
- <h2>Constructor</h2>
- <h3>
- [name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type] )
- </h3>
- <p>
- [page:Array mipmaps] -- The mipmaps array should contain objects with
- data, width and height. The mipmaps should be of the correct format and
- type.<br />
- [page:Number width] -- The width of the biggest mipmap.<br />
- [page:Number height] -- The height of the biggest mipmap.<br />
- [page:Number depth] -- The number of layers of the 2D array texture.<br />
- [page:Constant format] -- The format used in the mipmaps. See
- [page:Textures ST3C Compressed Texture Formats], [page:Textures PVRTC Compressed Texture Formats]
- and [page:Textures ETC Compressed Texture Format] for other choices.<br />
- [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
- See [page:Textures type constants] for other choices.<br />
- </p>
- <h2>Properties</h2>
- See the base [page:CompressedTexture CompressedTexture] class for common
- properties.
- <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:Object image]</h3>
- <p>Overridden with a object containing width, height, and depth.</p>
- <h3>[property:Set layerUpdates]</h3>
- <p>
- A set of all layers which need to be updated in the texture. See
- [Page:CompressedTextureArray.addLayerUpdate addLayerUpdate].
- </p>
- <h3>[property:Boolean isCompressedArrayTexture]</h3>
- <p>Read-only flag to check if a given object is of type [name].</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:CompressedTextureArray.addLayerUpdate addLayerUpdate].
- </p>
- <p>
- See the base [page:CompressedTexture CompressedTexture] 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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