<!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:Texture] &rarr;

		<h1>[name]</h1>

		<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>


		<h2>Constructor</h2>

		<h3>[name]( data, width, height, depth )</h3>
		<p>
			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
			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.
		</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).<br />

			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 />

			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>Code Example</h2>

		<p>This creates a [name] where each texture has a different color.</p>

		<code>
		// create a buffer with color data

		const width = 512;
		const height = 512;
		const depth = 100;

		const size = width * height;
		const data = new Uint8Array( 4 * size * depth );

		for ( let i = 0; i < depth; i ++ ) {

			const color = new THREE.Color( Math.random(), Math.random(), Math.random() );
			const r = Math.floor( color.r * 255 );
			const g = Math.floor( color.g * 255 );
			const b = Math.floor( color.b * 255 );

			for ( let j = 0; j < size; j ++ ) {

				const stride = ( i * size + j ) * 4;

				data[ stride ] = r;
				data[ stride + 1 ] = g;
				data[ stride + 2 ] = b;
				data[ stride + 3 ] = 255;

			}
		}

		// used the buffer to create a [name]

		const texture = new THREE.DataArrayTexture( data, width, height, depth );
		texture.needsUpdate = true;
		</code>

		<h2>Examples</h2>

		<p>
			[example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]
		</p>

		<h2>Properties</h2>

		<p>
		See the base [page:Texture Texture] class for common properties.
		</p>

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