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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8" />
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+ <base href="../../" />
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+ <script src="list.js"></script>
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+ </head>
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+ <body>
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+ [page:Loader] →
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+ <h1>[name]</h1>
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+
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+ <p class="desc">
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+ Loader for Basis Universal GPU Texture Codec.<br><br>
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+
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+ [link:https://github.com/BinomialLLC/basis_universal/ Basis Universal] is a
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+ "supercompressed" GPU texture and texture video compression system that
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+ outputs a highly compressed intermediate file format (.basis) that can be
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+ quickly transcoded to a wide variety of GPU texture compression formats.
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+ </p>
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+
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+ <p>
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+ This loader parallelizes the transcoding process across a configurable number
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+ of web workers, before transferring the transcoded compressed texture back
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+ to the main thread. The required WASM transcoder and JS wrapper are available from the
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+ [link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/basis examples/js/libs/basis]
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+ directory.
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+ </p>
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+
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+ <h2>Example</h2>
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+
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+ <code>
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+ var basisLoader = new THREE.BasisTextureLoader();
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+ basisLoader.setTranscoderPath( 'examples/js/libs/basis/' );
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+ basisLoader.detectSupport( renderer );
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+ basisLoader.load( 'diffuse.basis', function ( texture ) {
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+
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+ var material = new THREE.MeshStandardMaterial( { map: texture } );
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+
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+ }, function () {
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+
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+ console.log( 'onProgress' );
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+
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+ }, function ( e ) {
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+
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+ console.error( e );
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+
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+ } );
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+ </code>
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+
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+ [example:webgl_loader_texture_basis]
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+
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+ <h2>Browser compatibility</h2>
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+
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+ <p>
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+ BasisTextureLoader transcodes input textures in '.basis' format to an
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+ appropriate compressed texture format for the target device, where
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+ possible. This allows the same source texture to be served across
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+ desktop, Android, and iOS devices, and transcoded into DXT, ETC1, or
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+ PVRTC1. Other output formats may be supported in the future.
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+ </p>
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+ <p>
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+ This loader relies on ES6 Promises and Web Assembly, which are not
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+ supported in IE11.
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+ </p>
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+
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+ <br>
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+ <hr>
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]( [param:LoadingManager manager] )</h3>
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+ <p>
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+ [page:LoadingManager manager] — The [page:LoadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
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+ </p>
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+ <p>
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+ Creates a new [name].
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+ </p>
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+
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+ <h2>Methods</h2>
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+
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+ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
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+ <p>
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+ [page:String url] — A string containing the path/URL of the <em>.basis</em> file.<br />
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+ [page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
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+ [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
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+ [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
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+ </p>
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+ <p>
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+ Load from url and call the <em>onLoad</em> function with the transcoded [page:CompressedTexture].
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+ </p>
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+
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+ <h3>[method:this setCrossOrigin]( [param:String crossOrigin] )</h3>
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+ <p>
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+ [page:String crossOrigin] — Options are '', 'anonymous', or 'use-credentials'. Default is 'anonymous'.
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+ </p>
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+ <p>
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+ Sets options for CORS requests.
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+ </p>
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+
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+ <h3>[method:this setTranscoderPath]( [param:String value] )</h3>
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+ <p>
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+ [page:String value] — Path to folder containing the WASM transcoder and JS wrapper.
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+ </p>
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+
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+ <h3>[method:this setWorkerLimit]( [param:Number limit] )</h3>
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+ <p>
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+ [page:Number limit] — Maximum number of workers.
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+ </p>
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+ <p>
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+ Sets the maximum number of web workers to be allocated by this instance. Default is '4'.
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+ </p>
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+
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+ <h3>[method:this dispose]()</h3>
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+ <p>
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+ Disposes the loader object, de-allocating any Web Workers created.
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+ </p>
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+
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BasisTextureLoader.js examples/js/loaders/BasisTextureLoader.js]
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+ </body>
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+</html>
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