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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:Texture] →
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+
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+ <h1>[name]</h1>
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+
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+ <p class="desc">Creates an array of textures directly from raw data, width and height and depth.</p>
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+
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]( data, width, height, depth )</h3>
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+ <p>
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+ The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
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+ The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
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+ </p>
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+ <p>
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+ The interpretation of the data depends on type and format:
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+ If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
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+ If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
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+
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+ For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
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+
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+ 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.
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+ </p>
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+
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+ <h2>Code Example</h2>
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+
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+ <p>This creates a [name] where each texture has a different color.</p>
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+
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+ <code>
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+ // create a buffer with color data
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+
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+ var size = width * height;
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+ var data = new Uint8Array( 3 * size * depth );
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+
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+
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+ for ( var i = 0; i < depth; i ++ ) {
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+
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+ var color = new THREE.Color( Math.random(), Math.random(), Math.random() );
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+ var r = Math.floor( color.r * 255 );
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+ var g = Math.floor( color.g * 255 );
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+ var b = Math.floor( color.b * 255 );
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+
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+ for ( var j = 0; j < size; j ++ ) {
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+
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+ var stride = ( i * size + j ) * 3;
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+
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+ data[ stride ] = r;
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+ data[ stride + 1 ] = g;
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+ data[ stride + 2 ] = b;
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+
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+ }
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+ }
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+
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+ // used the buffer to create a [name]
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+
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+ var texture = new THREE.DataTexture2DArray( data, width, height, depth );
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+ texture.format = THREE.RGBFormat;
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+ texture.type = THREE.UnsignedByteType;
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+ </code>
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+
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+ <h2>Properties</h2>
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+
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+ <p>
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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: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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+ </p>
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+
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+ <h2>Methods</h2>
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+
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+ <p>
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+ See the base [page:Texture Texture] class for common methods.
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+ </p>
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+
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+ <h2>Source</h2>
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+
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+ <p>
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </p>
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+ </body>
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+</html>
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