<!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] → <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>