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@@ -147,8 +147,14 @@
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<h2>Formats</h2>
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<code>
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THREE.AlphaFormat
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+ THREE.RedFormat
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+ THREE.RedIntegerFormat
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+ THREE.RGFormat
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+ THREE.RGIntegerFormat
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THREE.RGBFormat
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+ THREE.RGBIntegerFormat
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THREE.RGBAFormat
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+ THREE.RGBAIntegerFormat
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THREE.LuminanceFormat
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THREE.LuminanceAlphaFormat
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THREE.RGBEFormat
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@@ -161,10 +167,35 @@
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[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
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+ [page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
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+
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+ [page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
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+ The texels are read as integers instead of floating point.
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+ (can only be used with a WebGL 2 rendering context).
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+ <br /><br />
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+
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+ [page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
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+ (can only be used with a WebGL 2 rendering context).
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+ <br /><br />
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+
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+ [page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
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+ The texels are read as integers instead of floating point.
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+ (can only be used with a WebGL 2 rendering context).
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+ <br /><br />
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+
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[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
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+ [page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
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+ (can only be used with a WebGL 2 rendering context).
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+ <br /><br />
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+
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[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
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+ [page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
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+ The texels are read as integers instead of floating point.
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+ (can only be used with a WebGL 2 rendering context).
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+ <br /><br />
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+
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[page:constant LuminanceFormat] reads each element as a single luminance component.
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This is then converted to a floating point, clamped to the range [0,1], and then assembled
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into an RGBA element by placing the luminance value in the red, green and blue channels,
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@@ -231,11 +262,303 @@
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<h2>ETC Compressed Texture Format</h2>
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<code>
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THREE.RGB_ETC1_Format
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+ THREE.RGB_ETC2_Format
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+ THREE.RGBA_ETC2_EAC_Format
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</code>
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<p>
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For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
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these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
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- extension. <br /><br />
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+ (ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
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+ (ETC2) extensions. <br /><br />
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+ </p>
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+
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+ <h2>ASTC Compressed Texture Format</h2>
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+ <code>
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+ THREE.RGBA_ASTC_4x4_Format
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+ THREE.RGBA_ASTC_5x4_Format
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+ THREE.RGBA_ASTC_5x5_Format
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+ THREE.RGBA_ASTC_6x5_Format
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+ THREE.RGBA_ASTC_6x6_Format
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+ THREE.RGBA_ASTC_8x5_Format
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+ THREE.RGBA_ASTC_8x6_Format
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+ THREE.RGBA_ASTC_8x8_Format
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+ THREE.RGBA_ASTC_10x5_Format
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+ THREE.RGBA_ASTC_10x6_Format
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+ THREE.RGBA_ASTC_10x8_Format
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+ THREE.RGBA_ASTC_10x10_Format
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+ THREE.RGBA_ASTC_12x10_Format
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+ THREE.RGBA_ASTC_12x12_Format
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+ THREE.SRGB8_ALPHA8_ASTC_4x4_Format
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+ THREE.SRGB8_ALPHA8_ASTC_5x4_Format
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+ THREE.SRGB8_ALPHA8_ASTC_5x5_Format
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+ THREE.SRGB8_ALPHA8_ASTC_6x5_Format
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+ THREE.SRGB8_ALPHA8_ASTC_6x6_Format
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+ THREE.SRGB8_ALPHA8_ASTC_8x5_Format
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+ THREE.SRGB8_ALPHA8_ASTC_8x6_Format
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+ THREE.SRGB8_ALPHA8_ASTC_8x8_Format
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+ THREE.SRGB8_ALPHA8_ASTC_10x5_Format
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+ THREE.SRGB8_ALPHA8_ASTC_10x6_Format
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+ THREE.SRGB8_ALPHA8_ASTC_10x8_Format
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+ THREE.SRGB8_ALPHA8_ASTC_10x10_Format
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+ THREE.SRGB8_ALPHA8_ASTC_12x10_Format
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+ THREE.SRGB8_ALPHA8_ASTC_12x12_Format
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+ </code>
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+ <p>
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+ For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
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+ these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
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+ </p>
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+
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+ <h2>Internal Formats</h2>
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+ <code>
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+ 'ALPHA'
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+ 'RGB'
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+ 'RGBA'
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+ 'LUMINANCE'
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+ 'LUMINANCE_ALPHA'
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+ 'RED_INTEGER'
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+ 'R8'
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+ 'R8_SNORM'
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+ 'R8I'
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+ 'R8UI'
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+ 'R16I'
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+ 'R16UI'
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+ 'R16F'
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+ 'R32I'
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+ 'R32UI'
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+ 'R32F'
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+ 'RG8'
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+ 'RG8_SNORM'
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+ 'RG8I'
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+ 'RG8UI'
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+ 'RG16I'
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+ 'RG16UI'
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+ 'RG16F'
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+ 'RG32I'
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+ 'RG32UI'
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+ 'RG32F'
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+ 'RGB565'
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+ 'RGB8'
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+ 'RGB8_SNORM'
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+ 'RGB8I'
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+ 'RGB8UI'
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+ 'RGB16I'
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+ 'RGB16UI'
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+ 'RGB16F'
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+ 'RGB32I'
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+ 'RGB32UI'
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+ 'RGB32F'
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+ 'RGB9_E5'
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+ 'SRGB8'
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+ 'R11F_G11F_B10F'
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+ 'RGBA4'
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+ 'RGBA8'
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+ 'RGBA8_SNORM'
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+ 'RGBA8I'
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+ 'RGBA8UI'
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+ 'RGBA16I'
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+ 'RGBA16UI'
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+ 'RGBA16F'
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+ 'RGBA32I'
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+ 'RGBA32UI'
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+ 'RGBA32F'
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+ 'RGB5_A1'
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+ 'RGB10_A2'
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+ 'RGB10_A2UI'
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+ 'SRGB8_ALPHA8'
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+ 'DEPTH_COMPONENT16'
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+ 'DEPTH_COMPONENT24'
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+ 'DEPTH_COMPONENT32F'
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+ 'DEPTH24_STENCIL8'
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+ 'DEPTH32F_STENCIL8'
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+ </code>
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+
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+ <p>
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+
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+ Heads up: changing the internal format of a texture will only affect the
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+ texture when using a WebGL 2 rendering context.<br /><br />
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+
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+ For use with a texture's [page:Texture.internalFormat internalFormat] property,
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+ these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
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+
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+ [page:constant R8] stores the red component on 8 bits.<br /><br />
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+
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+ [page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
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+
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+ [page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
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+
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+ [page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
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+
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+ [page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
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+
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+ [page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
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+
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+ [page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
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+
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+ [page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
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+
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+ [page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
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+
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+ [page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
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+
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+ [page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
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+
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+ [page:constant RG8_SNORM] stores the red and green components on 8 bits each.
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+ Every component is stored as normalized.
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+ <br /><br />
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+
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+ [page:constant RG8I] stores the red and green components on 8 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RG8UI] stores the red and green components on 8 bits each.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RG16I] stores the red and green components on 16 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RG16UI] stores the red and green components on 16 bits each.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RG16F] stores the red and green components on 16 bits each.
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+ Every component is stored as floating point.
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+ <br /><br />
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+
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+ [page:constant RG32I] stores the red and green components on 32 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RG32UI] stores the red and green components on 32 bits.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RG32F] stores the red and green components on 32 bits.
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+ Every component is stored as floating point.
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+ <br /><br />
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+
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+ [page:constant RGB8] stores the red, green, and blue components on 8 bits each.
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+
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+ [page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
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+ Every component is stored as normalized.
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+ <br /><br />
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+
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+ [page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
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+ Every component is stored as floating point
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+ <br /><br />
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+
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+ [page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
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+ Every component is stored as floating point
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+ <br /><br />
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+
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+ [page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
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+ Every component is stored as floating point.
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+ <br /><br />
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+
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+ [page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
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+
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+ [page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
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+
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+ [page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
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+
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+ [page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
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+ Every component is stored as normalized.
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+ <br /><br />
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+
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+ [page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
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+ Every component is stored as floating point.
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+ <br /><br />
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+
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+ [page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
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+ Every component is stored as an integer.
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+ <br /><br />
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+
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+ [page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
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+ Every component is stored as floating point.
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+ <br /><br />
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+
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+ [page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
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+
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+ [page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
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+
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+ [page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
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+ Every component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
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+
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+ [page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
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+
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+ [page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
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+
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+ [page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
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+
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+ [page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
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+
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+ [page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
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+ The stencil component is stored as an unsigned integer.
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+ <br /><br />
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+
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+ [page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
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+ The depth component is stored as floating point, and the stencil component as an unsigned integer.
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+ <br /><br />
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+
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+ Note that the texture must have the correct [page:Texture.type type] set,
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+ as well as the correct [page:Texture.format format].
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+
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+ See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
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+ [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
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+ for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
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+ and [page:Texture.type type].<br /><br />
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+
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+ For more in-depth information regarding internal formats, you can also refer directly
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+ to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
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+ to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
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</p>
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<h2>Encoding</h2>
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