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.