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Texture

Create a texture to apply to a surface or as a reflection or refraction map.

Note: After the initial use of a texture, its dimensions, format, and type cannot be changed. Instead, call .dispose() on the texture and instantiate a new one.

Code Example

// load a texture, set wrap mode to repeat const texture = new
THREE.TextureLoader().load( "textures/water.jpg" ); texture.wrapS =
THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 4, 4 );

Constructor

Texture

function Texture( ): void;  

Properties

id

id: Integer;  

Readonly - unique number for this texture instance.

isTexture

isTexture: Boolean;  

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

uuid

uuid: String;  

UUID of this object instance. This gets automatically assigned, so this shouldn't be edited.

name

name: String;  

Optional name of the object (doesn't need to be unique). Default is an empty string.

image

image: Image;  

An image object, typically created using the TextureLoader.load method. This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.

To use video as a texture you need to have a playing HTML5 video element as a source for your texture image and continuously update this texture as long as video is playing - the VideoTexture class handles this automatically.

mipmaps

mipmaps: Array;  

Array of user-specified mipmaps (optional).

mapping

mapping: number;  

How the image is applied to the object. An object type of THREE.UVMapping is the default, where the U,V coordinates are used to apply the map.
See the texture constants page for other mapping types.

channel

channel: Integer;  

Lets you select the uv attribute to map the texture to. 0 for uv, 1 for uv1, 2 for uv2 and 3 for uv3.

wrapS

wrapS: number;  

This defines how the texture is wrapped horizontally and corresponds to U in UV mapping.
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.

wrapT

wrapT: number;  

This defines how the texture is wrapped vertically and corresponds to V in UV mapping.
The same choices are available as for [property:number wrapS].

NOTE: tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL, not three.js.

magFilter

magFilter: number;  

How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texel.
See the texture constants page for details.

minFilter

minFilter: number;  

How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipmapLinearFilter, which uses mipmapping and a trilinear filter.

See the texture constants page for all possible choices.

anisotropy

anisotropy: number;  

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.capabilities.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.

format

format: number;  

The default is THREE.RGBAFormat.

See the texture constants page for details of other formats.

internalFormat

internalFormat: String;  

The default value is obtained using a combination of .format and .type.
The GPU format allows the developer to specify how the data is going to be stored on the GPU.

See the texture constants page for details regarding all supported internal formats.

type

type: number;  

This must correspond to the .format. The default is THREE.UnsignedByteType, which will be used for most texture formats.

See the texture constants page for details of other formats.

offset

offset: Vector2;  

How much a single repetition of the texture is offset from the beginning, in each direction U and V. Typical range is 0.0 to 1.0.

repeat

repeat: Vector2;  

How many times the texture is repeated across the surface, in each direction U and V. If repeat is set greater than 1 in either direction, the corresponding Wrap parameter should also be set to THREE.RepeatWrapping or THREE.MirroredRepeatWrapping to achieve the desired tiling effect.

rotation

rotation: number;  

How much the texture is rotated around the center point, in radians. Positive values are counter-clockwise. Default is 0.

center

center: Vector2;  

The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.

matrixAutoUpdate

matrixAutoUpdate: Boolean;  

Whether to update the texture's uv-transform .matrix from the texture properties .offset, .repeat, .rotation, and .center. True by default. Set this to false if you are specifying the uv-transform matrix directly.

matrix

matrix: Matrix3;  

The uv-transform matrix for the texture. Updated by the renderer from the texture properties .offset, .repeat, .rotation, and .center when the texture's .matrixAutoUpdate property is true. When .matrixAutoUpdate property is false, this matrix may be set manually. Default is the identity matrix.

generateMipmaps

generateMipmaps: Boolean;  

Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are creating mipmaps manually.

premultiplyAlpha

premultiplyAlpha: Boolean;  

If set to true, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is false.

Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See ImageBitmapLoader.

flipY

flipY: Boolean;  

If set to true, the texture is flipped along the vertical axis when uploaded to the GPU. Default is true.

Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See ImageBitmapLoader.

unpackAlignment

unpackAlignment: number;  

4 by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See glPixelStorei for more information.

colorSpace

colorSpace: string;  

THREE.NoColorSpace is the default. Textures containing color data should be annotated with THREE.SRGBColorSpace or THREE.LinearSRGBColorSpace.

version

version: Integer;  

This starts at 0 and counts how many times .needsUpdate is set to true.

onUpdate

onUpdate: Function;  

A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).

needsUpdate

needsUpdate: Boolean;  

Set this to true to trigger an update next time the texture is used. Particularly important for setting the wrap mode.

userData

userData: Object;  

An object that can be used to store custom data about the texture. It should not hold references to functions as these will not be cloned.

source

source: Source;  

The data definition of a texture. A reference to the data source can be shared across textures. This is often useful in context of spritesheets where multiple textures render the same data but with different texture transformations.

Methods

EventDispatcher methods are available on this class.

updateMatrix

function updateMatrix( ): undefined;  

Update the texture's uv-transform .matrix from the texture properties .offset, .repeat, .rotation, and .center.

clone

function clone( ): Texture;  

Make copy of the texture. Note this is not a "deep copy", the image is shared. Besides, cloning a texture does not automatically mark it for a texture upload. You have to set .needsUpdate to true as soon as its image property (the data source) is fully loaded or ready.

toJSON

function toJSON( meta: Object ): Object;  

meta -- optional object containing metadata.
Convert the texture to three.js JSON Object/Scene format.

dispose

function dispose( ): undefined;  

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

transformUv

function transformUv( uv: Vector2 ): Vector2;  

Transform the uv based on the value of this texture's .offset, .repeat, .wrapS, .wrapT and .flipY properties.

Source

src/textures/Texture.js