Creates a texture to be used internally by ZapparThree.Camera.

Hierarchy

  • Texture
    • CameraTexture

Accessors

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

    Returns any

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

  • set image(data): void
  • Parameters

    • data: any

    Returns void

  • set needsUpdate(value): 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

Constructors

Methods

  • Adds a listener to an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, CameraTexture>

      The function that gets called when the event is fired.

    Returns void

  • Make copy of the texture

    Returns this

    Note this is not a "deep copy", the image is shared

  • Parameters

    • source: Texture

    Returns this

  • Fire an event type.

    Parameters

    • event: Event

      The event that gets fired.

    Returns void

  • Checks if listener is added to an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, CameraTexture>

      The function that gets called when the event is fired.

    Returns boolean

  • Removes a listener from an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of the listener that gets removed.

    • listener: EventListener<Event, T, CameraTexture>

      The listener function that gets removed.

    Returns void

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

    Parameters

    • Optionalmeta: string | {}

      Optional object containing metadata.

    Returns {}

    • 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

    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.

    encoding: TextureEncoding

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

    Values of encoding !== THREE.LinearEncoding are only supported on map, envMap and emissiveMap.

    THREE.LinearEncoding

    flipY: boolean

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

    true

    format: AnyPixelFormat

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

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

    THREE.RGBAFormat.

    generateMipmaps: boolean

    Whether to generate mipmaps, (if possible) for a texture.

    Set this to false if you are creating mipmaps manually.

    true
    
    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: null | PixelFormatGPU

    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.

    Texture Constants

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

    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

    isVideoTexture: boolean = true
    magFilter: MagnificationTextureFilter

    How the Texture is sampled when a texel covers more than one pixel.

    THREE.LinearFilter

    mapping: AnyMapping

    How the image is applied to the object.

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

    Texture Constants

    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:

    .matrixAutoUpdate

    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.

    .matrix

    true

    minFilter: MinificationTextureFilter

    How the Texture is sampled when a texel covers less than one pixel.

    THREE.LinearMipmapLinearFilter

    mipmaps: any[]

    Array of user-specified mipmaps

    []

    mirrorMode: CameraMirrorMode = CameraMirrorMode.None
    name: string

    Optional name of the object

    (doesn't need to be unique).

    ""

    needsPMREMUpdate: boolean

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

    Only relevant for render target textures.

    false

    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)

    onTextureUpdated: Event1<{
        renderer: WebGLRenderer;
        texture: Texture;
    }> = ...
    onUpdate: (() => void)

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

    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

    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

    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)
    • 8 (rows start on double-word boundaries).

    glPixelStorei for more information.

    4

    userData: 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 .image.

    null.

    DEFAULT_MAPPING: Mapping

    The Global default value for .mapping.

    THREE.UVMapping