The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.
The width of the biggest mipmap.
The height of the biggest mipmap.
The format used in the mipmaps. See ST3C Compressed Texture Formats, PVRTC Compressed Texture Formats and ETC Compressed Texture Format for other choices.
Default is THREE.UnsignedByteType. See type constants for other choices.
How the image is applied to the object. An object type of THREE.UVMapping. See mapping constants for other choices.
The default is THREE.ClampToEdgeWrapping. See wrap mode constants for other choices.
The default is THREE.ClampToEdgeWrapping. See wrap mode constants for other choices.
How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter. See magnification filter constants for other choices.
How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipmapLinearFilter. See minification filter constants for other choices.
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.
Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
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.
The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.
THREE.LinearEncoding THREE.sRGBEncoding THREE.GammaEncoding THREE.RGBEEncoding THREE.RGBDEncoding THREE.BasicDepthPacking THREE.RGBADepthPacking For use with a Texture's encoding property. If the encoding type is changed after the texture has already been used by a material, you will need to set Material.needsUpdate to true to make the material recompile. LinearEncoding is the default. Values other than this are only valid for a material's map, envMap and emissiveMap.
False by default. Flipping textures does not work for compressed textures.
The default is THREE.RGBAFormat, although the TextureLoader will automatically set this to THREE.RGBFormat for JPG images. See the texture constants page for details of other formats.
False by default. Mipmaps can't be generated for compressed textures
The default value is obtained using a combination of .format and .type. The GPU format allows the developer to specify how the data is going to be stored on the GPU. See the texture constants page for details regarding all supported internal formats.
How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texel. See the texture constants page for details.
How the image is applied to the object. An object type of THREE.UVMapping is the default, where the U,V coordinates are used to apply the map. See the texture constants page for other mapping types.
The uv-transform matrix for the texture. Updated by the renderer from the texture properties .offset, .repeat, .rotation, and .center when the texture's .matrixAutoUpdate property is true. When .matrixAutoUpdate property is false, this matrix may be set manually. Default is the identity matrix.
How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipmapLinearFilter, which uses mipmapping and a trilinear filter. See the texture constants page for all possible choices.
Array of user-specified mipmaps (optional).
Optional name of the object (doesn't need to be unique). Default is an empty string.
How much a single repetition of the texture is offset from the beginning, in each direction U and V. Typical range is 0.0 to 1.0. The below texture types share the first uv channel in the engine. The offset (and repeat) setting is evaluated according to the following priorities and then shared by those textures:
If set to true, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is false. Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See ImageBitmapLoader.
How many times the texture is repeated across the surface, in each direction U and V. If repeat is set greater than 1 in either direction, the corresponding Wrap parameter should also be set to THREE.RepeatWrapping or THREE.MirroredRepeatWrapping to achieve the desired tiling effect. Setting different repeat values for textures is restricted in the same way like .offset.
How much the texture is rotated around the center point, in radians. Positive values are counter-clockwise. Default is 0.
This must correspond to the .format. The default is THREE.UnsignedByteType, which will be used for most texture formats. See the texture constants page for details of other formats.
4 by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See glPixelStorei for more information.
An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.
UUID of this object instance. This gets automatically assigned, so this shouldn't be edited.
This defines how the texture is wrapped horizontally and corresponds to U in UV mapping. The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping. See the texture constants page for details.
This defines how the texture is wrapped vertically and corresponds to V in UV mapping. The same choices are available as for [property:number wrapS]. NOTE: tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL, not three.js.
Adds a listener to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Make copy of the texture. Note this is not a "deep copy", the image is shared. Besides, cloning a texture does not automatically mark it for a texture upload. You have to set Texture.needsUpdate to true as soon as its image property (the data source) is fully loaded or ready.
copy
Fire an event type.
Frees the GPU related resources allocated by a texture. Call this method whenever a texture is no longer used in your app.
Checks if listener is added to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener that gets removed.
Convert the texture to three.js JSON Object/Scene format.
Generated using TypeDoc
Creates a texture based on data in compressed form, for example from a DDS file. For use with the CompressedTextureLoader.