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@@ -11,7 +11,10 @@
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<h1>[name]</h1>
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- <p class="desc">Creates an array of textures directly from raw data, width and height and depth. This type of texture can only be used with a WebGL 2 rendering context.</p>
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+ <p class="desc">
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+ Creates an array of textures directly from raw data, width and height and depth.
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+ This type of texture can only be used with a WebGL 2 rendering context.
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+ </p>
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<h2>Constructor</h2>
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@@ -74,23 +77,72 @@
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<p>
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[example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]
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+ [example:webgl2_rendertarget_texture2darray WebGL2 / rendertarget / texture2darray]
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</p>
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<h2>Properties</h2>
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<p>
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- See the base [page:Texture Texture] class for common properties.
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+ See the base [page:Texture Texture] class for common properties.
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+ </p>
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+
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+ <h3>[property:Boolean flipY]</h3>
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+ <p>
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+ Whether the texture is flipped along the Y axis when uploaded to the GPU. Default is `false`.
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+ </p>
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+
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+ <h3>[property:Boolean generateMipmaps]</h3>
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+ <p>
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+ Whether to generate mipmaps (if possible) for the texture. Default is `false`.
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</p>
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<h3>[property:Image image]</h3>
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<p>
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- Overridden with a record type holding data, width and height and depth.
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+ Overridden with a record type holding data, width and height and depth.
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+ </p>
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+
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+ <h3>[property:Boolean isDataArrayTexture]</h3>
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+ <p>
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+ Read-only flag to check if a given object is of type [name].
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+ </p>
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+
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+ <h3>[property:number magFilter]</h3>
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+ <p>
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+ How the texture is sampled when a texel covers more than one pixel. The default is
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+ [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br /><br />
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+
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+ See the [page:Textures texture constants] page for details.
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+ </p>
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+
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+ <h3>[property:number minFilter]</h3>
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+ <p>
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+ How the texture is sampled when a texel covers less than one pixel. The default is
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+ [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br /><br />
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+
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+ See the [page:Textures texture constants] page for details.
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+ </p>
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+
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+ <h3>[property:number unpackAlignment]</h3>
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+ <p>
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+ 1 by default. Specifies the alignment requirements for the start of each pixel row in memory.
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+ The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
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+ 4 (word-alignment), and 8 (rows start on double-word boundaries).
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+ See [link:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei]
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+ for more information.
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+ </p>
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+
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+ <h3>[property:number wrapR]</h3>
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+ <p>
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+ This defines how the texture is wrapped in the depth direction.<br />
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+ The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
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+ The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
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+ See the [page:Textures texture constants] page for details.
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</p>
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<h2>Methods</h2>
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<p>
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- See the base [page:Texture Texture] class for common methods.
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+ See the base [page:Texture Texture] class for common methods.
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</p>
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<h2>Source</h2>
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