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[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">
Creates a texture 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], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
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[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: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 />
[page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
See [page:Textures mapping constants] for other choices.<br />
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
</p>
<h2>Properties</h2>
See the base [page:Texture Texture] class for common properties.
<h3>[property:Boolean flipY]</h3>
<p>
False by default. Flipping textures does not work for compressed textures.
</p>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
False by default. Mipmaps can't be generated for compressed textures
</p>
<h3>[property:Boolean isCompressedTexture]</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: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]
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