Create a new instance of DepthTexture
Width of the texture.
Height of the texture.
Optional
type: TextureDataTypeSee .type. Default THREE.UnsignedByteType or THREE.UnsignedInt248Type
Optional
mapping: MappingSee .mapping. Default THREE.Texture.DEFAULT_MAPPING
Optional
wrapS: WrappingSee .wrapS. Default THREE.ClampToEdgeWrapping
Optional
wrapT: WrappingSee .wrapT. Default THREE.ClampToEdgeWrapping
Optional
magFilter: MagnificationTextureFilterSee .magFilter. Default THREE.NearestFilter
Optional
minFilter: MinificationTextureFilterSee .minFilter. Default THREE.NearestFilter
Optional
anisotropy: numberSee .anisotropy. Default THREE.Texture.DEFAULT_ANISOTROPY
Optional
format: DepthTexturePixelFormatSee .format. Default THREE.DepthFormat
Static
DEFAULT_The Global default value for .anisotropy.
Static
DEFAULT_The Global default value for .image.
Static
DEFAULT_The Global default value for .mapping.
Readonly
isRead-only flag to check if a given object is of type DepthTexture.
Depth textures do not use mipmaps.
This is used to define the comparison function used when comparing texels in the depth texture to the value in
the depth buffer. Default is null
which means comparison is disabled.
See THREE.TextureComparisonFunction for functions.
Readonly
isRead-only flag to check if a given object is of type Texture.
Readonly
idUnique number for this Texture instance.
UUID of this object instance.
Optional name of the object
The data definition of a texture. A reference to the data source can be shared across textures.
This is often useful in context of spritesheets where multiple textures render the same data
but with different Texture transformations.
Array of user-specified mipmaps
How the image is applied to the object.
All Texture types except THREE.CubeTexture expect the values be THREE.Mapping
value of THREE.Texture.DEFAULT_MAPPING
Lets you select the uv attribute to map the texture to. 0
for uv
, 1
for uv1
, 2
for uv2
and 3
for
uv3
.
This defines how the Texture is wrapped horizontally and corresponds to U in UV mapping.
for WEBGL1 - 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 WebGL1, not three.js.
WEBGL2 does not have this limitation.
THREE.ClampToEdgeWrapping
This defines how the Texture is wrapped vertically and corresponds to V in UV mapping.
for WEBGL1 - 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 WebGL1, not three.js.
WEBGL2 does not have this limitation.
THREE.ClampToEdgeWrapping
The number of samples taken along the axis through the pixel that has the highest density of texels.
A higher value gives a less blurry result than a basic mipmap, at the cost of more Texture samples being used.
value of THREE.Texture.DEFAULT_ANISOTROPY. That is normally 1
.
The GPU Pixel Format allows the developer to specify how the data is going to be stored on the GPU.
The uv-transform matrix for the texture.
When .matrixAutoUpdate property is true
.
Will be updated by the renderer from the properties:
new THREE.Matrix3()
Whether is to update the texture's uv-transform .matrix.
How much a single repetition of the texture is offset from the beginning, in each direction U and V.
How many times the texture is repeated across the surface, in each direction U and V.
The point around which rotation occurs.
How much the texture is rotated around the center point, in radians.
If set to true
, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU.
Note that this property has no effect for ImageBitmap.
You need to configure on bitmap creation instead. See THREE.ImageBitmapLoader | ImageBitmapLoader.
THREE.ImageBitmapLoader | ImageBitmapLoader.
false
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)8
(rows start on double-word boundaries).glPixelStorei for more information.
4
The Textures | {@link Texture constants} page for details of other color spaces.
Textures containing color data should be annotated with THREE.SRGBColorSpace or
THREE.LinearSRGBColorSpace.
THREE.NoColorSpace
Indicates whether a texture belongs to a render target or not
An object that can be used to store custom data about the texture.
This starts at 0
and counts how many times .needsUpdate is set to true
.
Indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target
textures)
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
Overridden with a record type holding width and height.
An image object, typically created using the THREE.TextureLoader.load | TextureLoader.load() method.
Set this to true
to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
Indicates whether this texture should be processed by THREE.PMREMGenerator or not.
Convert the texture to three.js JSON Object/Scene format.
Optional
meta: string | {}Optional object containing metadata.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Checks if listener is added to an event type.
The type of event to listen to.
The function 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 function that gets removed.
Fire an event type.
This class can be used to automatically save the depth information of a rendering into a texture
See