Texture →
VideoTexture
Creates a texture for use with a video.
Note: After the initial use of a texture, the video cannot be changed. Instead, call .dispose() on the texture and instantiate a new one.
Code Example
// assuming you have created a HTML video element with id="video" const video
= document.getElementById( 'video' ); const texture = new THREE.VideoTexture(
video );
Examples
[example:webgl_materials_video materials / video]
[example:webgl_materials_video_webcam materials / video / webcam]
[example:webgl_video_kinect video / kinect]
[example:webgl_video_panorama_equirectangular video / panorama /
equirectangular]
[example:webxr_vr_video vr / video]
Constructor
VideoTexture
function VideoTexture( video: Video, mapping: Constant, wrapS: Constant,
wrapT: Constant, magFilter: Constant, minFilter: Constant, format: Constant,
type: Constant, anisotropy: Number ): void;
video -- The video element to use as the texture.
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.LinearFilter. See
minification filter constants for other choices.
format -- The default is THREE.RGBAFormat.
See format constants for other choices.
type -- Default is THREE.UnsignedByteType.
See type 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.
Properties
See the base Texture class for common properties.
generateMipmaps
generateMipmaps: Boolean;
Whether to generate mipmaps. false by default.
isVideoTexture
isVideoTexture: Boolean;
Read-only flag to check if a given object is of type VideoTexture.
needsUpdate
needsUpdate: Boolean;
You will not need to set this manually here as it is handled by the update() method.
Methods
See the base Texture class for common methods.
update
function update( ): undefined;
This is called automatically and sets .needsUpdate to true every time a
new frame is available.