Documentation - v19.2.0-dev
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    Hierarchy

    • DataTexture
      • BatchedPropertiesTexture
    Index

    Constructors

    Properties

    anisotropy: number

    The number of samples taken along the axis through the pixel that has the highest density of texels.

    A higher value gives a less blurry result than a basic mipmap, at the cost of more Texture samples being used.

    value of THREE.Texture.DEFAULT_ANISOTROPY. That is normally 1.

    center: Vector2

    The point around which rotation occurs.

    A value of (0.5, 0.5) corresponds to the center of the texture.

    new THREE.Vector2( 0, 0 ), lower left.

    channel: number

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

    colorSpace: string

    The Textures | {@link Texture constants} page for details of other color spaces.

    Textures containing color data should be annotated with SRGBColorSpace THREE.SRGBColorSpace or LinearSRGBColorSpace THREE.LinearSRGBColorSpace.

    THREE.NoColorSpace

    flipY: boolean

    false

    format: AnyPixelFormat

    These define how elements of a 2D texture, or texels, are read by shaders.

    All Texture types except THREE.DepthTexture and THREE.CompressedPixelFormat expect the values be THREE.PixelFormat

    THREE.RGBAFormat.

    generateMipmaps: boolean

    false

    id: number

    Unique number for this Texture instance.

    Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

    internalFormat: PixelFormatGPU | null

    The GPU Pixel Format allows the developer to specify how the data is going to be stored on the GPU.

    Compatible only with WebGL2RenderingContext | WebGL 2 Rendering Context.

    The default value is obtained using a combination of .format and .type.

    isBatchedMaterialDataTexture: true
    isDataTexture: true

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

    This is a constant value

    true

    isRenderTargetTexture: boolean

    Indicates whether a texture belongs to a render target or not

    false

    isTexture: true

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

    This is a constant value

    true

    isTextureArray: boolean

    Indicates if a texture should be handled like a texture array.

    false
    
    magFilter: MagnificationTextureFilter

    THREE.NearestFilter

    mapping: AnyMapping

    How the image is applied to the object.

    All Texture types except THREE.CubeTexture expect the values be THREE.Mapping

    value of THREE.Texture.DEFAULT_MAPPING

    matrix: Matrix3

    The uv-transform matrix for the texture.

    When .matrixAutoUpdate property is true. Will be updated by the renderer from the properties:

    new THREE.Matrix3()

    matrixAutoUpdate: boolean

    Whether is to update the texture's uv-transform .matrix.

    Set this to false if you are specifying the uv-transform matrix directly.

    true

    minFilter: MinificationTextureFilter

    THREE.NearestFilter

    mipmaps:
        | CompressedTextureMipmap[]
        | CubeTexture[]
        | HTMLCanvasElement[]
        | undefined

    Array of user-specified mipmaps

    []

    name: string

    Optional name of the object

    (doesn't need to be unique).

    ""

    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.

    new THREE.Vector2(0, 0)

    onUpdate: ((texture: Texture) => void) | null

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

    pmremVersion: number

    Indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)

    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.

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

    THREE.ImageBitmapLoader | ImageBitmapLoader.

    false

    renderTarget: RenderTarget<Texture> | null
    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.

    new THREE.Vector2( 1, 1 )

    rotation: number

    How much the texture is rotated around the center point, in radians.

    Positive values are counter-clockwise.

    0

    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.

    type: TextureDataType

    This must correspond to the .format.

    THREE.UnsignedByteType, is the type most used by Texture formats.

    THREE.UnsignedByteType

    unpackAlignment: number

    1

    userData: Record<string, any>

    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.

    {}

    uuid: string

    UUID of this object instance.

    This gets automatically assigned and shouldn't be edited.

    version: number

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

    Expects a Integer

    0

    wrapS: Wrapping

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

    for WEBGL1 - 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 WebGL1, not three.js. WEBGL2 does not have this limitation.

    THREE.ClampToEdgeWrapping

    wrapT: Wrapping

    This defines how the Texture is wrapped vertically and corresponds to V in UV mapping.

    for WEBGL1 - 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 WebGL1, not three.js. WEBGL2 does not have this limitation.

    THREE.ClampToEdgeWrapping

    DEFAULT_ANISOTROPY: number

    The Global default value for .anisotropy.

    1.

    DEFAULT_IMAGE: any

    The Global default value for Texture.image | .image.

    null.

    DEFAULT_MAPPING: Mapping

    The Global default value for .mapping.

    THREE.UVMapping

    Accessors

    • get fieldsCount(): number

      Returns number

    • get image(): TextureImageData

      Overridden with a record type holding data, width and height and depth.

      Returns TextureImageData

    • set image(value: TextureImageData): void

      An image object, typically created using the THREE.TextureLoader.load | TextureLoader.load() method.

      Parameters

      • value: TextureImageData

      Returns void

      This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.

    • set needsPMREMUpdate(value: boolean): void

      Indicates whether this texture should be processed by THREE.PMREMGenerator or not.

      Parameters

      • value: boolean

      Returns void

      Only relevant for render target textures.

      false

    • set needsUpdate(value: boolean): void

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

      Parameters

      • value: boolean

      Returns void

    Methods

    • Adds a listener to an event type.

      Type Parameters

      • T extends "dispose"

      Parameters

      • type: T

        The type of event to listen to.

      • listener: EventListener<{ dispose: {} }[T], T, BatchedPropertiesTexture>

        The function that gets called when the event is fired.

      Returns void

    • Make copy of the texture. Note this is not a "deep copy", the image is shared. Cloning the texture automatically marks it for texture upload.

      Returns this

    • Parameters

      • source: Texture

      Returns this

    • Fire an event type.

      Type Parameters

      • T extends "dispose"

      Parameters

      • event: BaseEvent<T> & { dispose: {} }[T]

        The event that gets fired.

      Returns void

    • Frees the GPU-related resources allocated by this instance

      Returns void

      Call this method whenever this instance is no longer used in your app.

    • Parameters

      • idField: string = 'vBatchId'
      • textureName: string = 'propertiesTexture'
      • indent: string = ''

      Returns string

    • Parameters

      • idField: string = 'vBatchId'
      • textureName: string = 'propertiesTexture'
      • name: string = ''
      • varying: string = ''

      Returns string | null

    • Parameters

      • geometryId: number
      • name: string
      • target: number[]

      Returns number[] | null

    • Checks if listener is added to an event type.

      Type Parameters

      • T extends "dispose"

      Parameters

      • type: T

        The type of event to listen to.

      • listener: EventListener<{ dispose: {} }[T], T, BatchedPropertiesTexture>

        The function that gets called when the event is fired.

      Returns boolean

    • Parameters

      • name: string

      Returns boolean

    • Removes a listener from an event type.

      Type Parameters

      • T extends "dispose"

      Parameters

      • type: T

        The type of the listener that gets removed.

      • listener: EventListener<{ dispose: {} }[T], T, BatchedPropertiesTexture>

        The listener function that gets removed.

      Returns void

    • Parameters

      • geometryId: number
      • name: string
      • ...values: number[]

      Returns void

    • Convert the texture to three.js JSON Object/Scene format.

      Parameters

      • Optionalmeta: string | {}

        Optional object containing metadata.

      Returns TextureJSON

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

      Parameters

      • uv: Vector2

      Returns Vector2

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

      Returns void