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CompressedTexture.html
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CompressedTexture.html
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<!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 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], [param:Constant colorSpace] )
</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: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 />
[page:Constant colorSpace] -- The default is [page:Textures THREE.NoColorSpace].
See [page:Textures color space constants] for other
choices.<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:Object image]</h3>
<p>Overridden with a object containing width and height.</p>
<h3>[property:Boolean isCompressedTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</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>