DataTexture
从原始数据(raw data)、宽(width)、高(height)来直接创建一个纹理贴图。
构造函数
DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )
data 参数必须是一个 ArrayBufferView 。 其他参数对应于继承自 Texture 的属性,其中 magFilter 与 minFilter 默认为 THREE.NearestFilter。属性 flipY 和 generateMipmaps 初始设为 false。
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). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.
For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, 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.
代码示例
// create a buffer with color data const width = 512; const height = 512; const size = width * height; const data = new Uint8Array( 3 * 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 * 3; data[ stride ] = r; data[ stride + 1 ] = g; data[ stride + 2 ] = b; } // used the buffer to create a DataTexture const texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
属性
See the base Texture class for common properties.
.image : Image
Overridden with a record type holding data, width and height.
方法
See the base Texture class for common methods.