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- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
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- <body>
- [page:Texture] →
- <h1>[name]</h1>
- <p class="desc">
- Creates a texture from a canvas element.<br /><br />
- This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
- </p>
- <h2>Constructor</h2>
- <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>
- <p>
- [page:HTMLElement canvas] -- The HTML canvas element from which to load 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>
- True by default. This is required so that the canvas data is loaded.
- </p>
- <h2>Methods</h2>
- <p>
- See the base [page:Texture Texture] class for common methods.
- </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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