Texture →
CanvasTexture
Creates a texture from a canvas element.
This is almost the same as the base Texture class,
except that it sets needsUpdate to true immediately.
Constructor
CanvasTexture
function CanvasTexture( canvas: HTMLElement, mapping: Constant, wrapS:
Constant, wrapT: Constant, magFilter: Constant, minFilter: Constant, format:
Constant, type: Constant, anisotropy: Number ): void;
canvas -- The HTML canvas element from which to load the texture.
mapping -- How the image is applied to the object. An object type of
THREE.UVMapping. See mapping
constants for other choices.
wrapS -- The default is
THREE.ClampToEdgeWrapping. See wrap mode
constants for other choices.
wrapT -- The default is
THREE.ClampToEdgeWrapping. See wrap mode
constants for other choices.
magFilter -- 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.
minFilter -- 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.
format -- The format used in the texture. See format
constants for other choices.
type -- Default is THREE.UnsignedByteType.
See type constants for other choices.
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.
Properties
See the base Texture class for common properties.
isCanvasTexture
isCanvasTexture: Boolean;
Read-only flag to check if a given object is of type CanvasTexture.
needsUpdate
needsUpdate: Boolean;
True by default. This is required so that the canvas data is loaded.
Methods
See the base Texture class for common methods.