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CompressedTexture

CompressedArrayTexture

Creates an texture 2D array based on data in compressed form, for example from a DDS file.

For use with the CompressedTextureLoader.

Constructor

CompressedArrayTexture

function CompressedArrayTexture( mipmaps: Array, width: Number, height:
Number, format: Constant, type: Constant ): void;

mipmaps -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.
width -- The width of the biggest mipmap.
height -- The height of the biggest mipmap.
depth -- The number of layers of the 2D array texture.
format -- The format used in the mipmaps. See ST3C Compressed Texture Formats, PVRTC Compressed Texture Formats and ETC Compressed Texture Format for other choices.
type -- Default is THREE.UnsignedByteType. See type constants for other choices.

Properties

See the base CompressedTexture class for common properties.

wrapR

wrapR: number;  

This defines how the texture is wrapped in the depth direction.
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.

image

image: Object;  

Overridden with a object containing width, height, and depth.

isCompressedArrayTexture

isCompressedArrayTexture: Boolean;  

Read-only flag to check if a given object is of type CompressedArrayTexture.

Methods

See the base CompressedTexture class for common methods.

Source

src/textures/CompressedArrayTexture.js