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.