从原始数据(raw data)、宽(width)、高(height)来直接创建一个纹理贴图。
data 参数必须是一个 [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] 。 其他参数对应于继承自 [page:Texture] 的属性,其中 magFilter 与 minFilter 默认为 THREE.NearestFilter。
数据的解释取决于type与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).
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.
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.
// create a buffer with color data
const width = 512;
const height = 512;
const size = width * height;
const data = new Uint8Array( 4 * size );
const color = new THREE.Color( 0xffffff );
const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 );
const b = Math.floor( color.b * 255 );
for ( let i = 0; i < size; i ++ ) {
const stride = i * 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.DataTexture( data, width, height );
texture.needsUpdate = true;
See the base [page:Texture Texture] class for common properties.
If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *false*.
Whether to generate mipmaps (if possible) for a texture. False by default.
Overridden with a record type holding data, width and height.
Read-only flag to check if a given object is of type [name].
1 by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] for more information.
See the base [page:Texture Texture] class for common methods.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]