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[page:CompressedTexture] &rarr;
<h1>[name]</h1>
<p class="desc">
Creates an texture 2D array based on data in compressed form, for example from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS] file.<br /><br />
For use with the [page:CompressedTextureLoader CompressedTextureLoader].
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type] )</h3>
<p>
[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br />
[page:Number width] -- The width of the biggest mipmap.<br />
[page:Number height] -- The height of the biggest mipmap.<br />
[page:Number depth] -- The number of layers of the 2D array texture.<br />
[page:Constant format] -- The format used in the mipmaps.
See [page:Textures ST3C Compressed Texture Formats],
[page:Textures PVRTC Compressed Texture Formats] and
[page:Textures ETC Compressed Texture Format] for other choices.<br />
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.<br />
</p>
<h2>Properties</h2>
See the base [page:CompressedTexture CompressedTexture] class for common properties.
<h3>[property:number wrapR]</h3>
<p>
This defines how the texture is wrapped in the depth direction.<br />
The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
See the [page:Textures texture constants] page for details.
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<h3>[property:Boolean isCompressedArrayTexture]</h3>
<p>
Read-only flag to check if a given object is of type [name].
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<h2>Methods</h2>
<p>
See the base [page:CompressedTexture CompressedTexture] class for common methods.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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