File: DataTexture.html

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<!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 directly from raw data, width and height.</p>


		<h2>Constructor</h2>

		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
		<p>
			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
			Further parameters correspond to the properties inherited from [page:Texture], where both 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>Example</h2>

		<code>
		// create a buffer with color data

		var size = width * height;
		var data = new Uint8Array( 3 * size );

		var r = Math.floor( color.r * 255 );
		var g = Math.floor( color.g * 255 );
		var b = Math.floor( color.b * 255 );

		for ( var i = 0; i < size; i ++ ) {

			var stride = i * 3;

			data[ stride ] = r;
			data[ stride + 1 ] = g;
			data[ stride + 2 ] = b;

		}

		// used the buffer to create a [name]

		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
		</code>

		<h2>Properties</h2>

		<h3>[property:Image image]</h3>
		<p>
		Overridden with a record type holding data, width and height.
		</p>

		<h2>Methods</h2>


		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
	</body>
</html>