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Texture

CompressedTexture

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

For use with the CompressedTextureLoader.

Constructor

CompressedTexture

function CompressedTexture( mipmaps: Array, width: Number, height: Number,
format: Constant, type: Constant, mapping: Constant, wrapS: Constant, wrapT:
Constant, magFilter: Constant, minFilter: Constant, anisotropy: Number,
colorSpace: 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.
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.
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.
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.
colorSpace -- The default is THREE.NoColorSpace. See color space constants for other choices.

Properties

See the base Texture class for common properties.

flipY

flipY: Boolean;  

False by default. Flipping textures does not work for compressed textures.

generateMipmaps

generateMipmaps: Boolean;  

False by default. Mipmaps can't be generated for compressed textures

image

image: Object;  

Overridden with a object containing width and height.

isCompressedTexture

isCompressedTexture: Boolean;  

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

Methods

See the base Texture class for common methods.

Source

src/textures/CompressedTexture.js