|
@@ -11,13 +11,16 @@
|
|
|
|
|
|
<h1>[name]</h1>
|
|
|
|
|
|
- <p class="desc">Creates a three-dimensional texture. This type of texture can only be used with a WebGL 2 rendering context.</p>
|
|
|
+ <p class="desc">
|
|
|
+ Creates a three-dimensional texture from raw data, with parameters to divide it into width, height, and depth.
|
|
|
+ This type of texture can only be used with a WebGL 2 rendering context.
|
|
|
+ </p>
|
|
|
|
|
|
<h2>Constructor</h2>
|
|
|
|
|
|
<h3>[name]( [param:TypedArray data], [param:Number width], [param:Number height], [param:Number depth] )</h3>
|
|
|
<p>
|
|
|
- [page:Object data] -- data of the texture.<br />
|
|
|
+ [page:Object data] -- [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] of the texture.<br />
|
|
|
|
|
|
[page:Number width] -- width of the texture.<br />
|
|
|
|
|
@@ -26,30 +29,115 @@
|
|
|
[page:Number depth] -- depth of the texture.
|
|
|
</p>
|
|
|
|
|
|
+ <h2>Code Example</h2>
|
|
|
+
|
|
|
+ <p>This creates a [name] with repeating data, 0 to 255</p>
|
|
|
+
|
|
|
+ <code>
|
|
|
+ // create a buffer with some data
|
|
|
+
|
|
|
+ const sizeX = 64;
|
|
|
+ const sizeY = 64;
|
|
|
+ const sizeZ = 64;
|
|
|
+
|
|
|
+ const data = new Uint8Array( sizeX * sizeY * sizeZ );
|
|
|
+
|
|
|
+ let i = 0;
|
|
|
+
|
|
|
+ for ( let z = 0; z < sizeZ; z ++ ) {
|
|
|
+
|
|
|
+ for ( let y = 0; y < sizeY; y ++ ) {
|
|
|
+
|
|
|
+ for ( let x = 0; x < sizeX; x ++ ) {
|
|
|
+
|
|
|
+ data[ i ] = i % 256;
|
|
|
+
|
|
|
+ i ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // use the buffer to create the texture
|
|
|
+
|
|
|
+ const texture = new THREE.Data3DTexture( data, sizeX, sizeY, sizeZ );
|
|
|
+ texture.needsUpdate = true;
|
|
|
+ </code>
|
|
|
+
|
|
|
<h2>Examples</h2>
|
|
|
|
|
|
<p>
|
|
|
- [example:webgl2_materials_texture3d WebGL2 / materials / texture3d]
|
|
|
+ [example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
|
|
|
+ [example:webgl2_materials_texture3d_partialupdate WebGL2 / materials / texture3d / partialupdate]<br />
|
|
|
+ [example:webgl2_volume_cloud WebGL2 / volume / cloud]<br />
|
|
|
+ [example:webgl2_volume_perlin WebGL2 / volume / perlin]
|
|
|
</p>
|
|
|
|
|
|
<h2>Properties</h2>
|
|
|
|
|
|
<p>
|
|
|
- See the base [page:Texture Texture] class for common properties.
|
|
|
+ See the base [page:Texture Texture] class for common properties.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h3>[property:Boolean flipY]</h3>
|
|
|
+ <p>
|
|
|
+ Whether the texture is flipped along the Y axis when uploaded to the GPU. Default is `false`.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h3>[property:Boolean generateMipmaps]</h3>
|
|
|
+ <p>
|
|
|
+ Whether to generate mipmaps (if possible) for the texture. Default is `false`.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h3>[property:Image image]</h3>
|
|
|
+ <p>
|
|
|
+ Overridden with a record type holding data, width and height and depth.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h3>[property:Boolean isData3DTexture]</h3>
|
|
|
+ <p>
|
|
|
+ Read-only flag to check if a given object is of type [name].
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h3>[property:number magFilter]</h3>
|
|
|
+ <p>
|
|
|
+ How the texture is sampled when a texel covers more than one pixel. The default is
|
|
|
+ [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br /><br />
|
|
|
+
|
|
|
+ See the [page:Textures texture constants] page for details.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h3>[property:number minFilter]</h3>
|
|
|
+ <p>
|
|
|
+ How the texture is sampled when a texel covers less than one pixel. The default is
|
|
|
+ [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br /><br />
|
|
|
+
|
|
|
+ See the [page:Textures texture constants] page for details.
|
|
|
+ </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:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei]
|
|
|
+ for more information.
|
|
|
</p>
|
|
|
|
|
|
<h3>[property:number wrapR]</h3>
|
|
|
<p>
|
|
|
- This defines how the texture is wrapped in the depth direction.<br />
|
|
|
- The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
|
|
|
- The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
|
|
|
- See the [page:Textures texture constants] page for details.
|
|
|
+ This defines how the texture is wrapped in the depth direction.<br />
|
|
|
+ The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
|
|
|
+ The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
|
|
|
+ See the [page:Textures texture constants] page for details.
|
|
|
</p>
|
|
|
|
|
|
<h2>Methods</h2>
|
|
|
|
|
|
<p>
|
|
|
- See the base [page:Texture Texture] class for common methods.
|
|
|
+ See the base [page:Texture Texture] class for common methods.
|
|
|
</p>
|
|
|
|
|
|
<h2>Source</h2>
|