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					101 lines
				
				3.1 KiB
			
		
		
			
		
	
	
					101 lines
				
				3.1 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="zh">
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									<head>
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										<meta charset="utf-8" />
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										[page:Texture] →
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										<h1>[name]</h1>
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										<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>
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										<h2>Constructor</h2>
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										<h3>[name]( data, width, height, depth )</h3>
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										<p>
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											The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
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											The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are initially set to false.
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										</p>
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										<p>
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											The interpretation of the data depends on type and format:
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											If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
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											If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity).<br />
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											For the packed types, THREE.UnsignedShort4444Type and THREE.UnsignedShort5551Type all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
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											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.
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										</p>
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										<h2>代码示例</h2>
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										<p>This creates a [name] where each texture has a different color.</p>
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										<code>
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										// create a buffer with color data
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										const width = 512;
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										const height = 512;
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										const depth = 100;
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										const size = width * height;
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										const data = new Uint8Array( 4 * size * depth );
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										for ( let i = 0; i < depth; i ++ ) {
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											const color = new THREE.Color( Math.random(), Math.random(), Math.random() );
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											const r = Math.floor( color.r * 255 );
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											const g = Math.floor( color.g * 255 );
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											const b = Math.floor( color.b * 255 );
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											for ( let j = 0; j < size; j ++ ) {
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												const stride = ( i * size + j ) * 4;
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												data[ stride ] = r;
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												data[ stride + 1 ] = g;
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												data[ stride + 2 ] = b;
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												data[ stride + 3 ] = 255;
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											}
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										}
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										// used the buffer to create a [name]
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										const texture = new THREE.DataArrayTexture( data, width, height, depth );
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										texture.needsUpdate = true;
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										</code>
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										<p>
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											[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]
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										</p>
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										<h2>Properties</h2>
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										<p>
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										See the base [page:Texture Texture] class for common properties.
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										</p>
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										<h3>[property:Image image]</h3>
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										<p>
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										Overridden with a record type holding data, width and height and depth.
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										</p>
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										<h2>Methods</h2>
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										<p>
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										See the base [page:Texture Texture] class for common methods.
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										</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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