forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCompressedArrayTexture.html
94 lines (73 loc) · 2.96 KB
/
CompressedArrayTexture.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
<!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>
[page:CompressedTexture] →
<h1>[name]</h1>
<p class="desc">
Creates an texture 2D array based on data in compressed form, for example
from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS]
file.<br /><br />
For use with the [page:CompressedTextureLoader CompressedTextureLoader].
</p>
<h2>Constructor</h2>
<h3>
[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type] )
</h3>
<p>
[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 />
[page:Number width] -- The width of the biggest mipmap.<br />
[page:Number height] -- The height of the biggest mipmap.<br />
[page:Number depth] -- The number of layers of the 2D array texture.<br />
[page:Constant format] -- The format used in the mipmaps. See
[page:Textures ST3C Compressed Texture Formats], [page:Textures PVRTC Compressed Texture Formats]
and [page:Textures ETC Compressed Texture Format] for other choices.<br />
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.<br />
</p>
<h2>Properties</h2>
See the base [page:CompressedTexture CompressedTexture] class for common
properties.
<h3>[property:number wrapR]</h3>
<p>
This defines how the texture is wrapped in the depth direction.<br />
The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge
is clamped to the outer edge texels. The other two choices are
[page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
See the [page:Textures texture constants]
page for details.
</p>
<h3>[property:Object image]</h3>
<p>Overridden with a object containing width, height, and depth.</p>
<h3>[property:Boolean layerNeedsUpdate]</h3>
<p>
Specifies that a specific layer of the texture needs to be updated. Unlike
[page:Texture.needsUpdate needsUpdate] which sends the entire compressed
texture array to the GPU, marking specific layers will only transmit
subsets of all mipmaps associated with a specific depth in the array.
</p>
<h3>[property:Array dirtyLayers]</h3>
<p>
A list of all dirty layers in the texture. See
[Page:CompressedTextureArray.layerNeedsUpdate layerNeedsUpdate].
</p>
<h3>[property:Boolean isCompressedArrayTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h2>Methods</h2>
<p>
See the base [page:CompressedTexture CompressedTexture] 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>