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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 cube texture made up of six images.</p>
- <h2>Code Example</h2>
- <code>
- const loader = new THREE.CubeTextureLoader();
- loader.setPath( 'textures/cube/pisa/' );
- const textureCube = loader.load( [
- 'px.png', 'nx.png',
- 'py.png', 'ny.png',
- 'pz.png', 'nz.png'
- ] );
- const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
- </code>
- <h2>Constructor</h2>
- <h3>
- [name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )
- </h3>
- <p>
- CubeTexture is almost equivalent in functionality and usage to
- [page:Texture]. The only differences are that the images are an array of 6
- images as opposed to a single image, and the mapping options are
- [page:Textures THREE.CubeReflectionMapping] (default) or [page:Textures THREE.CubeRefractionMapping]
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Texture Texture] class for common properties.</p>
- <h3>[property:Boolean flipY]</h3>
- <p>
- If set to `true`, the texture is flipped along the vertical axis when
- uploaded to the GPU. Default is `false`.
- </p>
- <h3>[property:Boolean isCubeTexture]</h3>
- <p>Read-only flag to check if a given object is of type [name].</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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