File: CanvasTexture.html

package info (click to toggle)
three.js 111%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 15,184 kB
  • sloc: javascript: 133,174; makefile: 24; sh: 1
file content (79 lines) | stat: -rw-r--r-- 3,068 bytes parent folder | download | duplicates (2)
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
<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:Texture] &rarr;

		<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>