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- <body>
- [page:Texture] →
- <h1>[name]</h1>
- <p class="desc">
- Creates a texture for use with a video texture.<br /><br />
- This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
- </p>
- <h2>Code Example</h2>
- <code>
- // assuming you have created a HTML video element with id="video"
- const video = document.getElementById( 'video' );
- const texture = new THREE.VideoTexture( video );
- </code>
- <h2>Examples</h2>
- <p>[example:webgl_materials_video materials / video ]</p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Video video], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Constant format], [param:Constant type], [param:Number anisotropy] )</h3>
- <p>
- [page:Video video] -- The video element to use as the texture. <br />
- [page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
- See [page:Textures mapping constants] for other choices.<br />
- [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
- See [page:Textures wrap mode constants] for other choices.<br />
- [page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
- See [page:Textures wrap mode constants] for other choices.<br />
- [page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
- The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
- [page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
- The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
- [page:Constant format] -- The format used in the texture.
- See [page:Textures format constants] for other choices.<br />
- [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
- See [page:Textures type constants] for other choices.<br />
- [page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
- 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.
- 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 />
- </p>
- <h2>Properties</h2>
- <p>
- See the base [page:Texture Texture] class for common properties.
- </p>
- <h3>[property:Boolean needsUpdate]</h3>
- <p>
- You will not need to set this manually here as it is handled by the [page:VideoTexture.update update] method.
- </p>
- <h2>Methods</h2>
- <p>
- See the base [page:Texture Texture] class for common methods.
- </p>
- <h3>[method:null update]()</h3>
- <p>
- This is called automatically and sets [property:Boolean needsUpdate] to *true* every time
- a new frame is available.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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