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@@ -12,269 +12,298 @@
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<h2>Mapping Modes</h2>
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<code>
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THREE.UVMapping
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- THREE.CubeReflectionMapping
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+ THREE.CubeReflectionMapping
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THREE.CubeRefractionMapping
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THREE.EquirectangularReflectionMapping
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- THREE.EquirectangularRefractionMapping
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+ THREE.EquirectangularRefractionMapping
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THREE.CubeUVReflectionMapping
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</code>
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<p>
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- These define the texture's mapping mode.<br />
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- [page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
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-
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- The rest define environment mapping types.<br /><br />
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-
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- [page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
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- use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.
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- [page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
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-
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- [page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
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- are for use with an equirectangular environment map. Also called a lat-long map, an equirectangular
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- texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
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- vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
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- of a mapped sphere.<br /><br />
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-
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- See the [example:webgl_materials_envmaps materials / envmaps] example.
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+ These define the texture's mapping mode.<br />
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+ [page:Constant UVMapping] is the default, and maps the texture using the
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+ mesh's UV coordinates.<br /><br />
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+ The rest define environment mapping types.<br /><br />
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+ [page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for use with a [page:CubeTexture CubeTexture],
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+ which is made up of six textures, one for each face of the cube.
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+ [page:Constant CubeReflectionMapping] is the default for a
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+ [page:CubeTexture CubeTexture]. <br /><br />
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+ [page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping] are for use with an equirectangular
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+ environment map. Also called a lat-long map, an equirectangular texture
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+ represents a 360-degree view along the horizontal centerline, and a
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+ 180-degree view along the vertical axis, with the top and bottom edges of
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+ the image corresponding to the north and south poles of a mapped
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+ sphere.<br /><br />
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+ See the [example:webgl_materials_envmaps materials / envmaps] example.
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</p>
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-
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<h2>Wrapping Modes</h2>
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<code>
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- THREE.RepeatWrapping
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+ THREE.RepeatWrapping
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THREE.ClampToEdgeWrapping
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THREE.MirroredRepeatWrapping
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</code>
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<p>
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- These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
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- which define horizontal and vertical texture wrapping.<br /><br />
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-
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- With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
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-
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- [page:constant ClampToEdgeWrapping] is the default.
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- The last pixel of the texture stretches to the edge of the mesh.<br /><br />
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-
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- With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.
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+ These define the texture's [page:Texture.wrapS wrapS] and
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+ [page:Texture.wrapT wrapT] properties, which define horizontal and
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+ vertical texture wrapping.<br /><br />
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+ With [page:constant RepeatWrapping] the texture will simply repeat to
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+ infinity.<br /><br />
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+ [page:constant ClampToEdgeWrapping] is the default. The last pixel of the
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+ texture stretches to the edge of the mesh.<br /><br />
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+ With [page:constant MirroredRepeatWrapping] the texture will repeats to
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+ infinity, mirroring on each repeat.
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</p>
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<h2>Magnification Filters</h2>
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<code>
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- THREE.NearestFilter
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+ THREE.NearestFilter
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THREE.LinearFilter
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</code>
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<p>
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- For use with a texture's [page:Texture.magFilter magFilter] property,
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- these define the texture magnification function to be used when the pixel being textured maps to an
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- area less than or equal to one texture element (texel).<br /><br />
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-
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- [page:constant NearestFilter] returns the value of the texture element that is nearest
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- (in Manhattan distance) to the specified texture coordinates.<br /><br />
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-
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- [page:constant LinearFilter] is the default and returns the weighted average
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- of the four texture elements that are closest to the specified texture coordinates,
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- and can include items wrapped or repeated from other parts of a texture,
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- depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
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+ For use with a texture's [page:Texture.magFilter magFilter] property,
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+ these define the texture magnification function to be used when the pixel
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+ being textured maps to an area less than or equal to one texture element
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+ (texel).<br /><br />
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+
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+ [page:constant NearestFilter] returns the value of the texture element
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+ that is nearest (in Manhattan distance) to the specified texture
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+ coordinates.<br /><br />
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+
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+ [page:constant LinearFilter] is the default and returns the weighted
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+ average of the four texture elements that are closest to the specified
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+ texture coordinates, and can include items wrapped or repeated from other
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+ parts of a texture, depending on the values of [page:Texture.wrapS wrapS]
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+ and [page:Texture.wrapT wrapT], and on the exact mapping.
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</p>
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<h2>Minification Filters</h2>
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<code>
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- THREE.NearestFilter
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+ THREE.NearestFilter
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THREE.NearestMipmapNearestFilter
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- THREE.NearestMipmapLinearFilter
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+ THREE.NearestMipmapLinearFilter
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THREE.LinearFilter
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- THREE.LinearMipmapNearestFilter
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+ THREE.LinearMipmapNearestFilter
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THREE.LinearMipmapLinearFilter
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</code>
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<p>
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- For use with a texture's [page:Texture.minFilter minFilter] property, these define
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- the texture minifying function that is used whenever the pixel being textured maps
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- to an area greater than one texture element (texel).<br /><br />
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-
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- In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
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- the following four functions can be used for minification:<br /><br />
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-
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- [page:constant NearestMipmapNearestFilter] chooses the mipmap that most closely
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- matches the size of the pixel being textured
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- and uses the [page:constant NearestFilter] criterion (the texel nearest to the
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- center of the pixel) to produce a texture value.<br /><br />
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-
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- [page:constant NearestMipmapLinearFilter] chooses the two mipmaps that most closely
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- match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
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- a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
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-
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- [page:constant LinearMipmapNearestFilter] chooses the mipmap that most closely matches
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- the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
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- (a weighted average of the four texels that are closest to the center of the pixel)
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- to produce a texture value.<br /><br />
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-
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- [page:constant LinearMipmapLinearFilter] is the default and chooses the two mipmaps
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- that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
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- to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
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-
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- See the [example:webgl_materials_texture_filters materials / texture / filters] example.
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+ For use with a texture's [page:Texture.minFilter minFilter] property,
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+ these define the texture minifying function that is used whenever the
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+ pixel being textured maps to an area greater than one texture element
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+ (texel).<br /><br />
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+
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+ In addition to [page:constant NearestFilter] and [page:constant LinearFilter], the following four functions can be used for
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+ minification:<br /><br />
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+
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+ [page:constant NearestMipmapNearestFilter] chooses the mipmap that most
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+ closely matches the size of the pixel being textured and uses the
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+ [page:constant NearestFilter] criterion (the texel nearest to the center
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+ of the pixel) to produce a texture value.<br /><br />
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+
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+ [page:constant NearestMipmapLinearFilter] chooses the two mipmaps that
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+ most closely match the size of the pixel being textured and uses the
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+ [page:constant NearestFilter] criterion to produce a texture value from
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+ each mipmap. The final texture value is a weighted average of those two
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+ values.<br /><br />
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+
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+ [page:constant LinearMipmapNearestFilter] chooses the mipmap that most
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+ closely matches the size of the pixel being textured and uses the
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+ [page:constant LinearFilter] criterion (a weighted average of the four
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+ texels that are closest to the center of the pixel) to produce a texture
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+ value.<br /><br />
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+
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+ [page:constant LinearMipmapLinearFilter] is the default and chooses the
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+ two mipmaps that most closely match the size of the pixel being textured
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+ and uses the [page:constant LinearFilter] criterion to produce a texture
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+ value from each mipmap. The final texture value is a weighted average of
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+ those two values.<br /><br />
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+
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+ See the [example:webgl_materials_texture_filters materials / texture / filters] example.
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</p>
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<h2>Types</h2>
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<code>
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- THREE.UnsignedByteType
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- THREE.ByteType
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+ THREE.UnsignedByteType
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+ THREE.ByteType
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THREE.ShortType
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- THREE.UnsignedShortType
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- THREE.IntType
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+ THREE.UnsignedShortType
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+ THREE.IntType
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THREE.UnsignedIntType
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- THREE.FloatType
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- THREE.HalfFloatType
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+ THREE.FloatType
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+ THREE.HalfFloatType
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THREE.UnsignedShort4444Type
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- THREE.UnsignedShort5551Type
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+ THREE.UnsignedShort5551Type
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THREE.UnsignedInt248Type
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</code>
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<p>
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- For use with a texture's [page:Texture.type type] property, which must correspond to the correct format. See below for details.<br /><br />
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+ For use with a texture's [page:Texture.type type] property, which must
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+ correspond to the correct format. See below for details.<br /><br />
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- [page:constant UnsignedByteType] is the default.
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+ [page:constant UnsignedByteType] is the default.
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</p>
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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.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.RGBAFormat
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+ THREE.RGIntegerFormat
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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.LuminanceFormat
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+ THREE.LuminanceAlphaFormat
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THREE.DepthFormat
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THREE.DepthStencilFormat
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</code>
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<p>
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- For use with a texture's [page:Texture.format format] property, these define
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- how elements of a 2d texture, or `texels`, are read by shaders.<br /><br />
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-
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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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-
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- [page:constant RedFormat] discards the green and blue components and reads just the red component.
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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 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 RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
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-
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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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- and attaching 1.0 to the alpha channel.<br /><br />
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-
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- [page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
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- The same process occurs as for the [page:constant LuminanceFormat], except that the
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- alpha channel may have values other than `1.0`.<br /><br />
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-
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- [page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
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- This is the default for [page:DepthTexture DepthTexture].<br /><br />
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-
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- [page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
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- The depth component of the pair is interpreted as in [page:constant DepthFormat].
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- The stencil component is interpreted based on the depth + stencil internal format.
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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, as described above.
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- See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
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+ For use with a texture's [page:Texture.format format] property, these
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+ define how elements of a 2d texture, or `texels`, are read by shaders.<br /><br />
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+
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+ [page:constant AlphaFormat] discards the red, green and blue components
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+ and reads just the alpha component.<br /><br />
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+
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+ [page:constant RedFormat] discards the green and blue components and reads
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+ just the red component. (can only be used with a WebGL 2 rendering
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+ context).
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+ <br /><br />
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+
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+ [page:constant RedIntegerFormat] discards the green and blue components
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+ and reads just the red component. The texels are read as integers instead
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+ of floating point. (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
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+ the red, and green components. (can only be used with a WebGL 2 rendering
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+ context).
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+ <br /><br />
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+
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+ [page:constant RGIntegerFormat] discards the alpha, and blue components
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+ and reads the red, and green components. The texels are read as integers
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+ instead of floating point. (can only be used with a WebGL 2 rendering
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+ 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
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+ and alpha components.<br /><br />
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+
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+ [page:constant RGBAIntegerFormat] is the default and reads the red, green,
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+ blue and alpha components. The texels are read as integers instead of
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+ floating point. (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
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+ component. This is then converted to a floating point, clamped to the
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+ range [0,1], and then assembled into an RGBA element by placing the
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+ luminance value in the red, green and blue channels, and attaching 1.0 to
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+ the alpha channel.<br /><br />
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+
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+ [page:constant LuminanceAlphaFormat] reads each element as a
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+ luminance/alpha double. The same process occurs as for the [page:constant LuminanceFormat], except that the alpha channel may have values other than
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+ `1.0`.<br /><br />
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+
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+ [page:constant DepthFormat] reads each element as a single depth value,
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+ converts it to floating point, and clamps to the range [0,1]. This is the
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+ default for [page:DepthTexture DepthTexture].<br /><br />
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+
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+ [page:constant DepthStencilFormat] reads each element is a pair of depth
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+ and stencil values. The depth component of the pair is interpreted as in
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+ [page:constant DepthFormat]. The stencil component is interpreted based on
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+ the depth + stencil internal format.
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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 described above. See
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+ [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
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</p>
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<h2>DDS / ST3C Compressed Texture Formats</h2>
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<code>
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- THREE.RGB_S3TC_DXT1_Format
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+ THREE.RGB_S3TC_DXT1_Format
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THREE.RGBA_S3TC_DXT1_Format
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- THREE.RGBA_S3TC_DXT3_Format
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+ THREE.RGBA_S3TC_DXT3_Format
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THREE.RGBA_S3TC_DXT5_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
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- [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
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- extension. <br /><br />
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-
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- There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
|
|
|
- [page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
|
|
|
- [page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
|
|
|
- [page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
|
|
|
- [page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.<br />
|
|
|
+ For use with a [page:CompressedTexture CompressedTexture]'s
|
|
|
+ [page:Texture.format format] property, these require support for the
|
|
|
+ [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc] extension. <br /><br />
|
|
|
+
|
|
|
+ There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
|
|
|
+ [page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
|
|
|
+ image format.<br />
|
|
|
+ [page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
|
|
|
+ image format with a simple on/off alpha value.<br />
|
|
|
+ [page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA
|
|
|
+ image format. Compared to a 32-bit RGBA texture, it offers 4:1
|
|
|
+ compression.<br />
|
|
|
+ [page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA
|
|
|
+ image format. It also provides a 4:1 compression, but differs to the DXT3
|
|
|
+ compression in how the alpha compression is done.<br />
|
|
|
</p>
|
|
|
|
|
|
<h2>PVRTC Compressed Texture Formats</h2>
|
|
|
<code>
|
|
|
THREE.RGB_PVRTC_4BPPV1_Format
|
|
|
THREE.RGB_PVRTC_2BPPV1_Format
|
|
|
- THREE.RGBA_PVRTC_4BPPV1_Format
|
|
|
+ THREE.RGBA_PVRTC_4BPPV1_Format
|
|
|
THREE.RGBA_PVRTC_2BPPV1_Format
|
|
|
</code>
|
|
|
<p>
|
|
|
- For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
|
|
|
- these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
|
|
|
- extension. <br />
|
|
|
- PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.<br /><br />
|
|
|
-
|
|
|
- There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:<br />
|
|
|
- [page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
|
|
|
- [page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
|
|
|
- [page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
|
|
|
- [page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.<br />
|
|
|
+ For use with a [page:CompressedTexture CompressedTexture]'s
|
|
|
+ [page:Texture.format format] property, these require support for the
|
|
|
+ [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc] extension. <br />
|
|
|
+ PVRTC is typically only available on mobile devices with PowerVR chipsets,
|
|
|
+ which are mainly Apple devices.<br /><br />
|
|
|
+
|
|
|
+ There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats
|
|
|
+ available via this extension. These are:<br />
|
|
|
+ [page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode.
|
|
|
+ One block for each 4×4 pixels.<br />
|
|
|
+ [page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode.
|
|
|
+ One block for each 8×4 pixels.<br />
|
|
|
+ [page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode.
|
|
|
+ One block for each 4×4 pixels.<br />
|
|
|
+ [page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode.
|
|
|
+ One block for each 8×4 pixels.<br />
|
|
|
</p>
|
|
|
|
|
|
<h2>ETC Compressed Texture Format</h2>
|
|
|
<code>
|
|
|
- THREE.RGB_ETC1_Format
|
|
|
- THREE.RGB_ETC2_Format
|
|
|
+ THREE.RGB_ETC1_Format
|
|
|
+ THREE.RGB_ETC2_Format
|
|
|
THREE.RGBA_ETC2_EAC_Format
|
|
|
</code>
|
|
|
<p>
|
|
|
- For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
|
|
|
- these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
|
|
|
- (ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
|
|
|
- (ETC2) extensions. <br /><br />
|
|
|
+ For use with a [page:CompressedTexture CompressedTexture]'s
|
|
|
+ [page:Texture.format format] property, these require support for the
|
|
|
+ [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1] (ETC1) or
|
|
|
+ [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc] (ETC2) extensions. <br /><br />
|
|
|
</p>
|
|
|
|
|
|
<h2>ASTC Compressed Texture Format</h2>
|
|
|
<code>
|
|
|
- THREE.RGBA_ASTC_4x4_Format
|
|
|
+ THREE.RGBA_ASTC_4x4_Format
|
|
|
THREE.RGBA_ASTC_5x4_Format
|
|
|
- THREE.RGBA_ASTC_5x5_Format
|
|
|
+ THREE.RGBA_ASTC_5x5_Format
|
|
|
THREE.RGBA_ASTC_6x5_Format
|
|
|
- THREE.RGBA_ASTC_6x6_Format
|
|
|
+ THREE.RGBA_ASTC_6x6_Format
|
|
|
THREE.RGBA_ASTC_8x5_Format
|
|
|
- THREE.RGBA_ASTC_8x6_Format
|
|
|
+ THREE.RGBA_ASTC_8x6_Format
|
|
|
THREE.RGBA_ASTC_8x8_Format
|
|
|
- THREE.RGBA_ASTC_10x5_Format
|
|
|
+ THREE.RGBA_ASTC_10x5_Format
|
|
|
THREE.RGBA_ASTC_10x6_Format
|
|
|
- THREE.RGBA_ASTC_10x8_Format
|
|
|
+ THREE.RGBA_ASTC_10x8_Format
|
|
|
THREE.RGBA_ASTC_10x10_Format
|
|
|
- THREE.RGBA_ASTC_12x10_Format
|
|
|
+ THREE.RGBA_ASTC_12x10_Format
|
|
|
THREE.RGBA_ASTC_12x12_Format
|
|
|
</code>
|
|
|
<p>
|
|
|
- For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
|
|
|
- these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
|
|
|
+ For use with a [page:CompressedTexture CompressedTexture]'s
|
|
|
+ [page:Texture.format format] property, these require support for the
|
|
|
+ [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
|
|
|
</p>
|
|
|
|
|
|
<h2>BPTC Compressed Texture Format</h2>
|
|
@@ -282,8 +311,9 @@
|
|
|
THREE.RGBA_BPTC_Format
|
|
|
</code>
|
|
|
<p>
|
|
|
- For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
|
|
|
- these require support for the [link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension. <br /><br />
|
|
|
+ For use with a [page:CompressedTexture CompressedTexture]'s
|
|
|
+ [page:Texture.format format] property, these require support for the
|
|
|
+ [link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension. <br /><br />
|
|
|
</p>
|
|
|
|
|
|
<h2>Internal Formats</h2>
|
|
@@ -351,219 +381,240 @@
|
|
|
</code>
|
|
|
|
|
|
<p>
|
|
|
+ Heads up: changing the internal format of a texture will only affect the
|
|
|
+ texture when using a WebGL 2 rendering context.<br /><br />
|
|
|
|
|
|
- Heads up: changing the internal format of a texture will only affect the
|
|
|
- texture when using a WebGL 2 rendering context.<br /><br />
|
|
|
+ For use with a texture's [page:Texture.internalFormat internalFormat]
|
|
|
+ property, these define how elements of a texture, or `texels`, are stored
|
|
|
+ on the GPU.<br /><br />
|
|
|
|
|
|
- For use with a texture's [page:Texture.internalFormat internalFormat] property,
|
|
|
- these define how elements of a texture, or `texels`, are stored on the GPU.<br /><br />
|
|
|
+ [page:constant R8] stores the red component on 8 bits.<br /><br />
|
|
|
|
|
|
- [page:constant R8] stores the red component on 8 bits.<br /><br />
|
|
|
+ [page:constant R8_SNORM] stores the red component on 8 bits. The component
|
|
|
+ is stored as normalized. <br /><br />
|
|
|
|
|
|
- [page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
|
|
|
+ [page:constant R8I] stores the red component on 8 bits. The component is
|
|
|
+ stored as an integer. <br /><br />
|
|
|
|
|
|
- [page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
|
|
|
+ [page:constant R8UI] stores the red component on 8 bits. The component is
|
|
|
+ stored as an unsigned integer. <br /><br />
|
|
|
|
|
|
- [page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
|
|
|
+ [page:constant R16I] stores the red component on 16 bits. The component is
|
|
|
+ stored as an integer. <br /><br />
|
|
|
|
|
|
- [page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
|
|
|
+ [page:constant R16UI] stores the red component on 16 bits. The component
|
|
|
+ is stored as an unsigned integer. <br /><br />
|
|
|
|
|
|
- [page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
|
|
|
+ [page:constant R16F] stores the red component on 16 bits. The component is
|
|
|
+ stored as floating point. <br /><br />
|
|
|
|
|
|
- [page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
|
|
|
+ [page:constant R32I] stores the red component on 32 bits. The component is
|
|
|
+ stored as an integer. <br /><br />
|
|
|
|
|
|
- [page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
|
|
|
+ [page:constant R32UI] stores the red component on 32 bits. The component
|
|
|
+ is stored as an unsigned integer. <br /><br />
|
|
|
|
|
|
- [page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
|
|
|
+ [page:constant R32F] stores the red component on 32 bits. The component is
|
|
|
+ stored as floating point. <br /><br />
|
|
|
|
|
|
- [page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
|
|
|
+ [page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
|
|
|
|
|
|
- [page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
|
|
|
+ [page:constant RG8_SNORM] stores the red and green components on 8 bits
|
|
|
+ each. Every component is stored as normalized.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG8_SNORM] stores the red and green components on 8 bits each.
|
|
|
- Every component is stored as normalized.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG8I] stores the red and green components on 8 bits each.
|
|
|
+ Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG8I] stores the red and green components on 8 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG8UI] stores the red and green components on 8 bits each.
|
|
|
+ Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG8UI] stores the red and green components on 8 bits each.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG16I] stores the red and green components on 16 bits each.
|
|
|
+ Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG16I] stores the red and green components on 16 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG16UI] stores the red and green components on 16 bits
|
|
|
+ each. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG16UI] stores the red and green components on 16 bits each.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG16F] stores the red and green components on 16 bits each.
|
|
|
+ Every component is stored as floating point.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG16F] stores the red and green components on 16 bits each.
|
|
|
- Every component is stored as floating point.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG32I] stores the red and green components on 32 bits each.
|
|
|
+ Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG32I] stores the red and green components on 32 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG32UI] stores the red and green components on 32 bits.
|
|
|
+ Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG32UI] stores the red and green components on 32 bits.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RG32F] stores the red and green components on 32 bits.
|
|
|
+ Every component is stored as floating point.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RG32F] stores the red and green components on 32 bits.
|
|
|
- Every component is stored as floating point.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB8] stores the red, green, and blue components on 8 bits
|
|
|
+ each. [page:constant RGB8_SNORM] stores the red, green, and blue
|
|
|
+ components on 8 bits each. Every component is stored as normalized.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB8] stores the red, green, and blue components on 8 bits each.
|
|
|
+ [page:constant RGB8I] stores the red, green, and blue components on 8 bits
|
|
|
+ each. Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
|
|
|
- Every component is stored as normalized.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB8UI] stores the red, green, and blue components on 8
|
|
|
+ bits each. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB16I] stores the red, green, and blue components on 16
|
|
|
+ bits each. Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB16UI] stores the red, green, and blue components on 16
|
|
|
+ bits each. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB16F] stores the red, green, and blue components on 16
|
|
|
+ bits each. Every component is stored as floating point
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB32I] stores the red, green, and blue components on 32
|
|
|
+ bits each. Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
|
|
|
- Every component is stored as floating point
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB32UI] stores the red, green, and blue components on 32
|
|
|
+ bits each. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB32F] stores the red, green, and blue components on 32
|
|
|
+ bits each. Every component is stored as floating point
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant R11F_G11F_B10F] stores the red, green, and blue components
|
|
|
+ respectively on 11 bits, 11 bits, and 10bits. Every component is stored as
|
|
|
+ floating point.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
|
|
|
- Every component is stored as floating point
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB565] stores the red, green, and blue components
|
|
|
+ respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
|
|
|
|
|
|
- [page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
|
|
|
- Every component is stored as floating point.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGB9_E5] stores the red, green, and blue components on 9
|
|
|
+ bits each.<br /><br />
|
|
|
|
|
|
- [page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
|
|
|
+ [page:constant RGBA8] stores the red, green, blue, and alpha components on
|
|
|
+ 8 bits each.<br /><br />
|
|
|
|
|
|
- [page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
|
|
|
+ [page:constant RGBA8_SNORM] stores the red, green, blue, and alpha
|
|
|
+ components on 8 bits. Every component is stored as normalized.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
|
|
|
+ [page:constant RGBA8I] stores the red, green, blue, and alpha components
|
|
|
+ on 8 bits each. Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
|
|
|
- Every component is stored as normalized.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA8UI] stores the red, green, blue, and alpha components
|
|
|
+ on 8 bits. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA16I] stores the red, green, blue, and alpha components
|
|
|
+ on 16 bits. Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA16UI] stores the red, green, blue, and alpha components
|
|
|
+ on 16 bits. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA16F] stores the red, green, blue, and alpha components
|
|
|
+ on 16 bits. Every component is stored as floating point.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA32I] stores the red, green, blue, and alpha components
|
|
|
+ on 32 bits. Every component is stored as an integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
|
|
|
- Every component is stored as floating point.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA32UI] stores the red, green, blue, and alpha components
|
|
|
+ on 32 bits. Every component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
|
|
|
- Every component is stored as an integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant RGBA32F] stores the red, green, blue, and alpha components
|
|
|
+ on 32 bits. Every component is stored as floating point.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [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 />
|
|
|
|
|
|
- [page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
|
|
|
- Every component is stored as floating point.
|
|
|
- <br /><br />
|
|
|
+ [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 />
|
|
|
|
|
|
- [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 />
|
|
|
+ [page:constant RGB10_A2UI] stores the red, green, blue, and alpha
|
|
|
+ components respectively on 10 bits, 10 bits, 10 bits and 2 bits. Every
|
|
|
+ component is stored as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [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 />
|
|
|
+ [page:constant SRGB8] stores the red, green, and blue components on 8 bits
|
|
|
+ each.<br /><br />
|
|
|
|
|
|
- [page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
|
|
|
- Every component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ [page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha
|
|
|
+ components on 8 bits each.<br /><br />
|
|
|
|
|
|
- [page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
|
|
|
+ [page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
|
|
|
|
|
|
- [page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
|
|
|
+ [page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
|
|
|
|
|
|
- [page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
|
|
|
+ [page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits.
|
|
|
+ The component is stored as floating point.<br /><br />
|
|
|
|
|
|
- [page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
|
|
|
+ [page:constant DEPTH24_STENCIL8] stores the depth, and stencil components
|
|
|
+ respectively on 24 bits and 8 bits. The stencil component is stored as an
|
|
|
+ unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
|
|
|
+ [page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components
|
|
|
+ respectively on 32 bits and 8 bits. The depth component is stored as
|
|
|
+ floating point, and the stencil component as an unsigned integer.
|
|
|
+ <br /><br />
|
|
|
|
|
|
- [page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
|
|
|
- The stencil component is stored as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
+ Note that the texture must have the correct [page:Texture.type type] set,
|
|
|
+ as well as the correct [page:Texture.format format]. See
|
|
|
+ [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
|
|
|
+ [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D], for more details regarding the
|
|
|
+ possible combination of [page:Texture.format format],
|
|
|
+ [page:Texture.internalFormat internalFormat], and [page:Texture.type type].<br /><br />
|
|
|
|
|
|
- [page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
|
|
|
- The depth component is stored as floating point, and the stencil component as an unsigned integer.
|
|
|
- <br /><br />
|
|
|
-
|
|
|
- Note that the texture must have the correct [page:Texture.type type] set,
|
|
|
- as well as the correct [page:Texture.format format].
|
|
|
-
|
|
|
- See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
|
|
|
- [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
|
|
|
- for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
|
|
|
- and [page:Texture.type type].<br /><br />
|
|
|
-
|
|
|
- For more in-depth information regarding internal formats, you can also refer directly
|
|
|
- to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
|
|
|
- to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
|
|
|
+ For more in-depth information regarding internal formats, you can also
|
|
|
+ refer directly to the
|
|
|
+ [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and to the
|
|
|
+ [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
|
|
|
</p>
|
|
|
|
|
|
<h2>Depth Packing</h2>
|
|
|
<code>
|
|
|
- THREE.BasicDepthPacking
|
|
|
+ THREE.BasicDepthPacking
|
|
|
THREE.RGBADepthPacking
|
|
|
</code>
|
|
|
<p>
|
|
|
- For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
|
|
|
+ For use with the [page:MeshDepthMaterial.depthPacking depthPacking]
|
|
|
+ property of `MeshDepthMaterial`.
|
|
|
</p>
|
|
|
|
|
|
<h2>Color Space</h2>
|
|
|
<code>
|
|
|
- THREE.NoColorSpace
|
|
|
- THREE.SRGBColorSpace
|
|
|
+ THREE.NoColorSpace
|
|
|
+ THREE.SRGBColorSpace
|
|
|
THREE.LinearSRGBColorSpace
|
|
|
THREE.DisplayP3ColorSpace
|
|
|
</code>
|
|
|
<p>
|
|
|
- Used to define the color space of textures (and the output color space of the renderer).<br /><br />
|
|
|
+ Used to define the color space of textures (and the output color space of
|
|
|
+ the renderer).<br /><br />
|
|
|
|
|
|
- If the color space type is changed after the texture has already been used by a material,
|
|
|
- you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
|
|
|
+ If the color space type is changed after the texture has already been used
|
|
|
+ by a material, you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
|
|
|
</p>
|
|
|
|
|
|
<h2>Source</h2>
|
|
|
-
|
|
|
<p>
|
|
|
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
|
|
|
</p>
|