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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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+ <div class="desc">
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+ Creates a texture from a canvas element.<br /><br />
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+
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+ This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
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+ </div>
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+
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+
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+ <h2>Constructor</h2>
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+ <h3>[name]( [page:HTMLElement canvas], [page:Constant mapping], [page:Constant wrapS], [page:Constant wrapT], [page:Constant magFilter], [page:Constant minFilter], [page:Constant format], [page:Constant type], [page:Number anisotropy] )</h3>
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+ <div>
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+ [page:HTMLElement canvas] -- The HTML canvas element from which to load the texture. <br />
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+
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+ [page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
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+ See [page:Textures mapping constants] for other choices.<br />
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+
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+ [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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+ See [page:Textures wrap mode constants] for other choices.<br />
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+
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+ [page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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+ See [page:Textures wrap mode constants] for other choices.<br />
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+
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+ [page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
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+ The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
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+
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+ [page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
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+ The default is [page:Textures THREE.LinearMipMapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
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+
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+ [page:Constant format] -- The format used in the texture.
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+ See [page:Textures format constants] for other choices.<br />
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+
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+ [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
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+ See [page:Textures type constants] for other choices.<br />
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+
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+ [page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
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+ By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
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+ Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
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+ </div>
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+
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+
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+ <h2>Properties</h2>
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+
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+ <div>
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+ See the base [page:Texture Texture] class for common properties.
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+ </div>
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+
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+ <h3>[property:boolean needsUpdate]</h3>
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+
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+ <div>
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+ True by default. This is required so that the canvas data is loaded.
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+ </div>
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+
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+ <h2>Methods</h2>
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+
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+ <div>
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+ See the base [page:Texture Texture] class for common methods.
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+ </div>
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+
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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/src/[path].js src/[path].js]
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+ </body>
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+</html>
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