CompressedTexture.html 3.5 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="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. [page:Texture] &rarr;
  11. <h1>[name]</h1>
  12. <p class="desc">
  13. Creates a texture based on data in compressed form, for example from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS] file.<br /><br />
  14. For use with the [page:CompressedTextureLoader CompressedTextureLoader].
  15. </p>
  16. <h2>Constructor</h2>
  17. <h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
  18. <p>
  19. [page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br />
  20. [page:Number width] -- The width of the biggest mipmap.<br />
  21. [page:Number height] -- The height of the biggest mipmap.<br />
  22. [page:Constant format] -- The format used in the mipmaps.
  23. See [page:Textures ST3C Compressed Texture Formats],
  24. [page:Textures PVRTC Compressed Texture Formats] and
  25. [page:Textures ETC Compressed Texture Format] for other choices.<br />
  26. [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
  27. See [page:Textures type constants] for other choices.<br />
  28. [page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
  29. See [page:Textures mapping constants] for other choices.<br />
  30. [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
  31. See [page:Textures wrap mode constants] for other choices.<br />
  32. [page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
  33. See [page:Textures wrap mode constants] for other choices.<br />
  34. [page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
  35. The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
  36. [page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
  37. The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
  38. [page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
  39. 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.
  40. Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
  41. </p>
  42. <h2>Properties</h2>
  43. See the base [page:Texture Texture] class for common properties.
  44. <h3>[property:Boolean flipY]</h3>
  45. <p>
  46. False by default. Flipping textures does not work for compressed textures.
  47. </p>
  48. <h3>[property:Boolean generateMipmaps]</h3>
  49. <p>
  50. False by default. Mipmaps can't be generated for compressed textures
  51. </p>
  52. <h3>[property:Boolean isCompressedTexture]</h3>
  53. <p>
  54. Read-only flag to check if a given object is of type [name].
  55. </p>
  56. <h2>Methods</h2>
  57. <p>
  58. See the base [page:Texture Texture] class for common methods.
  59. </p>
  60. <h2>Source</h2>
  61. <p>
  62. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  63. </p>
  64. </body>
  65. </html>