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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <h1>Texture Constants</h1>
- <h2>Mapping Modes</h2>
- <code>
- THREE.UVMapping
- THREE.CubeReflectionMapping
- THREE.CubeRefractionMapping
- THREE.EquirectangularReflectionMapping
- THREE.EquirectangularRefractionMapping
- THREE.CubeUVReflectionMapping
- THREE.CubeUVRefractionMapping
- </code>
- <p>
- These define the texture's mapping mode.<br />
- [page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
- The rest define environment mapping types.<br /><br />
- [page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
- use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.
- [page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
- [page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
- are for use with an equirectangular environment map. Also called a lat-long map, an equirectangular
- texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
- vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
- of a mapped sphere.<br /><br />
- See the [example:webgl_materials_envmaps materials / envmaps] example.
- </p>
- <h2>Wrapping Modes</h2>
- <code>
- THREE.RepeatWrapping
- THREE.ClampToEdgeWrapping
- THREE.MirroredRepeatWrapping
- </code>
- <p>
- These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
- which define horizontal and vertical texture wrapping.<br /><br />
- With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
- [page:constant ClampToEdgeWrapping] is the default.
- The last pixel of the texture stretches to the edge of the mesh.<br /><br />
- With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.
- </p>
- <h2>Magnification Filters</h2>
- <code>
- THREE.NearestFilter
- THREE.LinearFilter
- </code>
- <p>
- For use with a texture's [page:Texture.magFilter magFilter] property,
- these define the texture magnification function to be used when the pixel being textured maps to an
- area less than or equal to one texture element (texel).<br /><br />
- [page:constant NearestFilter] returns the value of the texture element that is nearest
- (in Manhattan distance) to the specified texture coordinates.<br /><br />
- [page:constant LinearFilter] is the default and returns the weighted average
- of the four texture elements that are closest to the specified texture coordinates,
- and can include items wrapped or repeated from other parts of a texture,
- depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
- </p>
- <h2>Minification Filters</h2>
- <code>
- THREE.NearestFilter
- THREE.NearestMipmapNearestFilter
- THREE.NearestMipmapLinearFilter
- THREE.LinearFilter
- THREE.LinearMipmapNearestFilter
- THREE.LinearMipmapLinearFilter
- </code>
- <p>
- For use with a texture's [page:Texture.minFilter minFilter] property, these define
- the texture minifying function that is used whenever the pixel being textured maps
- to an area greater than one texture element (texel).<br /><br />
- In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
- the following four functions can be used for minification:<br /><br />
- [page:constant NearestMipmapNearestFilter] chooses the mipmap that most closely
- matches the size of the pixel being textured
- and uses the [page:constant NearestFilter] criterion (the texel nearest to the
- center of the pixel) to produce a texture value.<br /><br />
- [page:constant NearestMipmapLinearFilter] chooses the two mipmaps that most closely
- match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
- a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
- [page:constant LinearMipmapNearestFilter] chooses the mipmap that most closely matches
- the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
- (a weighted average of the four texels that are closest to the center of the pixel)
- to produce a texture value.<br /><br />
- [page:constant LinearMipmapLinearFilter] is the default and chooses the two mipmaps
- that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
- to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
- See the [example:webgl_materials_texture_filters materials / texture / filters] example.
- </p>
- <h2>Types</h2>
- <code>
- THREE.UnsignedByteType
- THREE.ByteType
- THREE.ShortType
- THREE.UnsignedShortType
- THREE.IntType
- THREE.UnsignedIntType
- THREE.FloatType
- THREE.HalfFloatType
- THREE.UnsignedShort4444Type
- THREE.UnsignedShort5551Type
- THREE.UnsignedShort565Type
- THREE.UnsignedInt248Type
- </code>
- <p>
- For use with a texture's [page:Texture.type type] property, which must correspond to the correct format. See below for details.<br /><br />
- [page:constant UnsignedByteType] is the default.
- </p>
- <h2>Formats</h2>
- <code>
- THREE.AlphaFormat
- THREE.RedFormat
- THREE.RedIntegerFormat
- THREE.RGFormat
- THREE.RGIntegerFormat
- THREE.RGBFormat
- THREE.RGBIntegerFormat
- THREE.RGBAFormat
- THREE.RGBAIntegerFormat
- THREE.LuminanceFormat
- THREE.LuminanceAlphaFormat
- THREE.RGBEFormat
- THREE.DepthFormat
- THREE.DepthStencilFormat
- </code>
- <p>
- For use with a texture's [page:Texture.format format] property, these define
- how elements of a 2d texture, or *texels*, are read by shaders.<br /><br />
- [page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
- [page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
- [page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
- The texels are read as integers instead of floating point.
- (can only be used with a WebGL 2 rendering context).
- <br /><br />
- [page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
- (can only be used with a WebGL 2 rendering context).
- <br /><br />
- [page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
- The texels are read as integers instead of floating point.
- (can only be used with a WebGL 2 rendering context).
- <br /><br />
- [page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
- [page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
- (can only be used with a WebGL 2 rendering context).
- <br /><br />
- [page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
- [page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
- The texels are read as integers instead of floating point.
- (can only be used with a WebGL 2 rendering context).
- <br /><br />
- [page:constant LuminanceFormat] reads each element as a single luminance component.
- This is then converted to a floating point, clamped to the range [0,1], and then assembled
- into an RGBA element by placing the luminance value in the red, green and blue channels,
- and attaching 1.0 to the alpha channel.<br /><br />
- [page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
- The same process occurs as for the [page:constant LuminanceFormat], except that the
- alpha channel may have values other than *1.0*.<br /><br />
- [page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
- [page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
- This is the default for [page:DepthTexture DepthTexture].<br /><br />
- [page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
- The depth component of the pair is interpreted as in [page:constant DepthFormat].
- The stencil component is interpreted based on the depth + stencil internal format.
- <br /><br />
- Note that the texture must have the correct [page:Texture.type type] set, as described above.
- See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
- </p>
- <h2>DDS / ST3C Compressed Texture Formats</h2>
- <code>
- THREE.RGB_S3TC_DXT1_Format
- THREE.RGBA_S3TC_DXT1_Format
- THREE.RGBA_S3TC_DXT3_Format
- THREE.RGBA_S3TC_DXT5_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_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_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 />
- </p>
- <h2>ETC Compressed Texture Format</h2>
- <code>
- 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 />
- </p>
- <h2>ASTC Compressed Texture Format</h2>
- <code>
- THREE.RGBA_ASTC_4x4_Format
- THREE.RGBA_ASTC_5x4_Format
- THREE.RGBA_ASTC_5x5_Format
- THREE.RGBA_ASTC_6x5_Format
- THREE.RGBA_ASTC_6x6_Format
- THREE.RGBA_ASTC_8x5_Format
- THREE.RGBA_ASTC_8x6_Format
- THREE.RGBA_ASTC_8x8_Format
- THREE.RGBA_ASTC_10x5_Format
- THREE.RGBA_ASTC_10x6_Format
- THREE.RGBA_ASTC_10x8_Format
- THREE.RGBA_ASTC_10x10_Format
- THREE.RGBA_ASTC_12x10_Format
- THREE.RGBA_ASTC_12x12_Format
- THREE.SRGB8_ALPHA8_ASTC_4x4_Format
- THREE.SRGB8_ALPHA8_ASTC_5x4_Format
- THREE.SRGB8_ALPHA8_ASTC_5x5_Format
- THREE.SRGB8_ALPHA8_ASTC_6x5_Format
- THREE.SRGB8_ALPHA8_ASTC_6x6_Format
- THREE.SRGB8_ALPHA8_ASTC_8x5_Format
- THREE.SRGB8_ALPHA8_ASTC_8x6_Format
- THREE.SRGB8_ALPHA8_ASTC_8x8_Format
- THREE.SRGB8_ALPHA8_ASTC_10x5_Format
- THREE.SRGB8_ALPHA8_ASTC_10x6_Format
- THREE.SRGB8_ALPHA8_ASTC_10x8_Format
- THREE.SRGB8_ALPHA8_ASTC_10x10_Format
- THREE.SRGB8_ALPHA8_ASTC_12x10_Format
- THREE.SRGB8_ALPHA8_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 />
- </p>
- <h2>Internal Formats</h2>
- <code>
- 'ALPHA'
- 'RGB'
- 'RGBA'
- 'LUMINANCE'
- 'LUMINANCE_ALPHA'
- 'RED_INTEGER'
- 'R8'
- 'R8_SNORM'
- 'R8I'
- 'R8UI'
- 'R16I'
- 'R16UI'
- 'R16F'
- 'R32I'
- 'R32UI'
- 'R32F'
- 'RG8'
- 'RG8_SNORM'
- 'RG8I'
- 'RG8UI'
- 'RG16I'
- 'RG16UI'
- 'RG16F'
- 'RG32I'
- 'RG32UI'
- 'RG32F'
- 'RGB565'
- 'RGB8'
- 'RGB8_SNORM'
- 'RGB8I'
- 'RGB8UI'
- 'RGB16I'
- 'RGB16UI'
- 'RGB16F'
- 'RGB32I'
- 'RGB32UI'
- 'RGB32F'
- 'RGB9_E5'
- 'SRGB8'
- 'R11F_G11F_B10F'
- 'RGBA4'
- 'RGBA8'
- 'RGBA8_SNORM'
- 'RGBA8I'
- 'RGBA8UI'
- 'RGBA16I'
- 'RGBA16UI'
- 'RGBA16F'
- 'RGBA32I'
- 'RGBA32UI'
- 'RGBA32F'
- 'RGB5_A1'
- 'RGB10_A2'
- 'RGB10_A2UI'
- 'SRGB8_ALPHA8'
- 'DEPTH_COMPONENT16'
- 'DEPTH_COMPONENT24'
- 'DEPTH_COMPONENT32F'
- 'DEPTH24_STENCIL8'
- 'DEPTH32F_STENCIL8'
- </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 />
- 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_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 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 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 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 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_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 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 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 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 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 RGB8I] stores the red, green, and blue components on 8 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 RGB16I] stores the red, green, and blue components on 16 bits each.
- Every component is stored as an 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 RGB16F] stores the red, green, and blue components on 16 bits each.
- Every component is stored as floating point
- <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 RGB32UI] stores the red, green, and blue components on 32 bits each.
- Every component is stored as an unsigned 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 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 RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
- [page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
- [page:constant RGBA8] stores the red, green, blue, and alpha components on 8 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 RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
- 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 RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
- Every component is stored as an 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 RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
- Every component is stored as floating point.
- <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 RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
- Every component is stored as an unsigned 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 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_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<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] stores the red, green, and blue components on 8 bits each.<br /><br />
- [page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
- [page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
- [page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
- [page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<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 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].
- </p>
- <h2>Encoding</h2>
- <code>
- THREE.LinearEncoding
- THREE.sRGBEncoding
- THREE.GammaEncoding
- THREE.RGBEEncoding
- THREE.LogLuvEncoding
- THREE.RGBM7Encoding
- THREE.RGBM16Encoding
- THREE.RGBDEncoding
- THREE.BasicDepthPacking
- THREE.RGBADepthPacking
- </code>
- <p>
- For use with a Texture's [page:Texture.encoding encoding] property.<br /><br />
- If the encoding 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 />
- [page:constant LinearEncoding] is the default.
- Values other than this are only valid for a material's map, envMap and emissiveMap.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
- </p>
- </body>
- </html>
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