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- <body>
- [page:Texture] →
- <h1>[name]</h1>
- <p class="desc">Creates an array of textures directly from raw data, width and height and depth. This type of texture can only be used with a WebGL 2 rendering context.</p>
- <h2>Constructor</h2>
- <h3>[name]( data, width, height, depth )</h3>
- <p>
- The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
- The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
- </p>
- <p>
- The interpretation of the data depends on type and format:
- If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
- If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
- For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
- In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
- </p>
- <h2>Code Example</h2>
- <p>This creates a [name] where each texture has a different color.</p>
- <code>
- // create a buffer with color data
- const width = 512;
- const height = 512;
- const depth = 100;
- const size = width * height;
- const data = new Uint8Array( 3 * size * depth );
- for ( let i = 0; i < depth; i ++ ) {
- const color = new THREE.Color( Math.random(), Math.random(), Math.random() );
- const r = Math.floor( color.r * 255 );
- const g = Math.floor( color.g * 255 );
- const b = Math.floor( color.b * 255 );
- for ( let j = 0; j < size; j ++ ) {
- const stride = ( i * size + j ) * 3;
- data[ stride ] = r;
- data[ stride + 1 ] = g;
- data[ stride + 2 ] = b;
- }
- }
- // used the buffer to create a [name]
- const texture = new THREE.DataTexture2DArray( data, width, height, depth );
- texture.format = THREE.RGBFormat;
- texture.type = THREE.UnsignedByteType;
- </code>
- <h2>Examples</h2>
- <p>
- [example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]
- </p>
- <h2>Properties</h2>
- <p>
- See the base [page:Texture Texture] class for common properties.
- </p>
- <h3>[property:Image image]</h3>
- <p>
- Overridden with a record type holding data, width and height and depth.
- </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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