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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 directly from raw data, width and height.
- </p>
- <h2>Constructor</h2>
- <h3>
- [name]( data, width, height, format, type, mapping, wrapS, wrapT,
- magFilter, minFilter, anisotropy, colorSpace )
- </h3>
- <p>
- The data argument must be an
- [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
- Further parameters correspond to the properties
- inherited from [page:Texture], where both magFilter and minFilter default
- to THREE.NearestFilter.
- </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>
- <code>
- // create a buffer with color data
- const width = 512;
- const height = 512;
- const size = width * height;
- const data = new Uint8Array( 4 * size );
- const color = new THREE.Color( 0xffffff );
- const r = Math.floor( color.r * 255 );
- const g = Math.floor( color.g * 255 );
- const b = Math.floor( color.b * 255 );
- for ( let i = 0; i < size; i ++ ) {
- const stride = i * 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.DataTexture( data, width, height );
- texture.needsUpdate = true;
- </code>
- <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 generateMipmaps]</h3>
- <p>
- Whether to generate mipmaps (if possible) for a texture. False by default.
- </p>
- <h3>[property:Object image]</h3>
- <p>Overridden with a object holding data, width, and height.</p>
- <h3>[property:Boolean isDataTexture]</h3>
- <p>Read-only flag to check if a given object is of type [name].</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:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] for more information.
- </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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