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114 lines
3.6 KiB
114 lines
3.6 KiB
<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Texture] →
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<h1>[name]</h1>
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<p class="desc">从原始数据(raw data)、宽(width)、高(height)来直接创建一个纹理贴图。</p>
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<h2>构造函数</h2>
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<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
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<p>
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data 参数必须是一个 [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] 。
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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。
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</p>
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<p>
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数据的解释取决于type与format:
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If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
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If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity).<br />
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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 />
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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.
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</p>
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<h2>代码示例</h2>
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<code>
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// create a buffer with color data
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const width = 512;
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const height = 512;
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const size = width * height;
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const data = new Uint8Array( 4 * size );
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const color = new THREE.Color( 0xffffff );
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const r = Math.floor( color.r * 255 );
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const g = Math.floor( color.g * 255 );
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const b = Math.floor( color.b * 255 );
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for ( let i = 0; i < size; i ++ ) {
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const stride = i * 4;
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data[ stride ] = r;
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data[ stride + 1 ] = g;
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data[ stride + 2 ] = b;
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data[ stride + 3 ] = 255;
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}
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// used the buffer to create a [name]
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const texture = new THREE.DataTexture( data, width, height );
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texture.needsUpdate = true;
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</code>
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<h2>属性</h2>
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<p>
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See the base [page:Texture Texture] class for common properties.
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</p>
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<h3>[property:Boolean flipY]</h3>
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<p>
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If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *false*.
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</p>
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<h3>[property:Boolean generateMipmaps]</h3>
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<p>
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Whether to generate mipmaps (if possible) for a texture. False by default.
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</p>
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<h3>[property:Image image]</h3>
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<p>
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Overridden with a record type holding data, width and height.
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</p>
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<h3>[property:Boolean isDataTexture]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:number unpackAlignment]</h3>
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<p>
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1 by default. Specifies the alignment requirements for the start of each pixel row in memory.
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The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
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4 (word-alignment), and 8 (rows start on double-word boundaries).
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See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]
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for more information.
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</p>
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<h2>方法</h2>
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<p>
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See the base [page:Texture Texture] class for common methods.
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</p>
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<h2>源码</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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