CanvasTexture.html 3.0 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 from a canvas element.<br /><br />
  14. This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
  15. </p>
  16. <h2>Constructor</h2>
  17. <h3>[name]( [param:HTMLElement canvas], [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>
  18. <p>
  19. [page:HTMLElement canvas] -- The HTML canvas element from which to load the texture. <br />
  20. [page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
  21. See [page:Textures mapping constants] for other choices.<br />
  22. [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
  23. See [page:Textures wrap mode constants] for other choices.<br />
  24. [page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
  25. See [page:Textures wrap mode constants] for other choices.<br />
  26. [page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
  27. The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
  28. [page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
  29. The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
  30. [page:Constant format] -- The format used in the texture.
  31. See [page:Textures format constants] for other choices.<br />
  32. [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
  33. See [page:Textures type constants] for other choices.<br />
  34. [page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
  35. 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.
  36. 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 />
  37. </p>
  38. <h2>Properties</h2>
  39. <p>
  40. See the base [page:Texture Texture] class for common properties.
  41. </p>
  42. <h3>[property:Boolean needsUpdate]</h3>
  43. <p>
  44. True by default. This is required so that the canvas data is loaded.
  45. </p>
  46. <h2>Methods</h2>
  47. <p>
  48. See the base [page:Texture Texture] class for common methods.
  49. </p>
  50. <h2>Source</h2>
  51. <p>
  52. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  53. </p>
  54. </body>
  55. </html>