Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improved documentation for CompressedTexture #10014

Merged
merged 1 commit into from
Nov 4, 2016
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
58 changes: 41 additions & 17 deletions docs/api/textures/CompressedTexture.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,41 +13,65 @@
<h1>[name]</h1>

<div class="desc">
Creates a texture based on data in compressed form.
Creates a texture based on data in compressed form, for example from a <a href="https://en.wikipedia.org/wiki/DirectDraw_Surface">DDS</a> file.<br /><br />


For use with the [page:CompressedTextureLoader CompressedTextureLoader].
</div>


<h2>Constructor</h2>


<h3>[name]( [page:Array mipmaps], [page:Number width], [page:Number height], [page:Number format], [page:Number type], [page:Number mapping], [page:Number wrapS], [page:Number wrapT], [page:Number magFilter], [page:Number minFilter], [page:Number anisotropy] )</h3>
<div>
mipmaps -- The mipmaps array should contains objects with data, width and height. The mipmaps should be from of the correct format and type. <br />
width -- The width of the biggest mipmap<br />
height -- The height of the biggest mipmap <br />
format -- The format used in the mipmaps <br />
type -- The type used in the mipmaps <br />
mapping -- How the image is applied to the object. An object type of THREE.UVMapping is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; and THREE.SphericalReflectionMapping, a spherical reflection map projection.<br />
wrapS -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br />
wrapT -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br />
magFilter -- How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texels.<br />
minFilter -- How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipMapLinearFilter, which uses mipmapping and a trilinear filter. Other choices are THREE.NearestFilter, THREE.NearestMipMapNearestFilter, THREE.NearestMipMapLinearFilter, THREE.LinearFilter, and THREE.LinearMipMapNearestFilter. These vary whether the nearest texel or nearest four texels are retrieved on the nearest mipmap or nearest two mipmaps. Interpolation occurs among the samples retrieved.<br />
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 renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.</div>
<h3>[name]( [page:Array mipmaps], [page:Number width], [page:Number height], [page:Constant format], [page:Constant type], [page:Constant mapping], [page:Constant wrapS], [page:Constant wrapT], [page:Constant magFilter], [page:Constant minFilter], [page:Number anisotropy] )</h3>
<div>
This creates a texture from compressed data. This is mostly used in ImageUtils.loadCompressedTexture.
[page:Array mipmaps] -- The mipmaps array should contains objects with data, width and height. The mipmaps should be from 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: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 />

[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: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 renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
</div>


<h2>Properties</h2>

See the base [page:Texture Texture] class for common properties.

<h3>[property:boolean flipY]</h3>

<div>
False by default. Flipping textures does not work for compressed textures.
</div>

<h3>[property:boolean generateMipmaps]</h3>

<div>
False by default. Mipmaps can't be generated for compressed textures
</div>
Expand Down