DataTexture.html 2.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Texture] &rarr;
  12. <h1>[name]</h1>
  13. <p class="desc">Creates a texture directly from raw data, width and height.</p>
  14. <h2>Constructor</h2>
  15. <h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
  16. <p>
  17. The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
  18. Further parameters correspond to the properties inherited from [page:Texture], where both magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
  19. </p>
  20. <p>
  21. The interpretation of the data depends on type and format:
  22. If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
  23. 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 />
  24. 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 />
  25. 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.
  26. </p>
  27. <h2>Example</h2>
  28. <code>
  29. // create a buffer with color data
  30. var size = width * height;
  31. var data = new Uint8Array( 3 * size );
  32. var r = Math.floor( color.r * 255 );
  33. var g = Math.floor( color.g * 255 );
  34. var b = Math.floor( color.b * 255 );
  35. for ( var i = 0; i < size; i ++ ) {
  36. var stride = i * 3;
  37. data[ stride ] = r;
  38. data[ stride + 1 ] = g;
  39. data[ stride + 2 ] = b;
  40. }
  41. // used the buffer to create a [name]
  42. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  43. texture.needsUpdate = true
  44. </code>
  45. <h2>Properties</h2>
  46. <h3>[property:Image image]</h3>
  47. <p>
  48. Overridden with a record type holding data, width and height.
  49. </p>
  50. <h2>Methods</h2>
  51. <h2>Source</h2>
  52. <p>
  53. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  54. </p>
  55. </body>
  56. </html>