THREE.UVMapping
THREE.CubeReflectionMapping
THREE.CubeRefractionMapping
THREE.EquirectangularReflectionMapping
THREE.EquirectangularRefractionMapping
THREE.CubeUVReflectionMapping
These define the texture's mapping mode.
[page:Constant UVMapping] is the default, and maps the texture using the
mesh's UV coordinates.
The rest define environment mapping types.
[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for use with a [page:CubeTexture CubeTexture],
which is made up of six textures, one for each face of the cube.
[page:Constant CubeReflectionMapping] is the default for a
[page:CubeTexture CubeTexture].
[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping] are for use with an equirectangular
environment map. Also called a lat-long map, an equirectangular texture
represents a 360-degree view along the horizontal centerline, and a
180-degree view along the vertical axis, with the top and bottom edges of
the image corresponding to the north and south poles of a mapped
sphere.
See the [example:webgl_materials_envmaps materials / envmaps] example.
THREE.RepeatWrapping
THREE.ClampToEdgeWrapping
THREE.MirroredRepeatWrapping
These define the texture's [page:Texture.wrapS wrapS] and
[page:Texture.wrapT wrapT] properties, which define horizontal and
vertical texture wrapping.
With [page:constant RepeatWrapping] the texture will simply repeat to
infinity.
[page:constant ClampToEdgeWrapping] is the default. The last pixel of the
texture stretches to the edge of the mesh.
With [page:constant MirroredRepeatWrapping] the texture will repeats to
infinity, mirroring on each repeat.
THREE.NearestFilter
THREE.LinearFilter
For use with a texture's [page:Texture.magFilter magFilter] property,
these define the texture magnification function to be used when the pixel
being textured maps to an area less than or equal to one texture element
(texel).
[page:constant NearestFilter] returns the value of the texture element
that is nearest (in Manhattan distance) to the specified texture
coordinates.
[page:constant LinearFilter] is the default and returns the weighted
average of the four texture elements that are closest to the specified
texture coordinates, and can include items wrapped or repeated from other
parts of a texture, depending on the values of [page:Texture.wrapS wrapS]
and [page:Texture.wrapT wrapT], and on the exact mapping.
THREE.NearestFilter
THREE.NearestMipmapNearestFilter
THREE.NearestMipmapLinearFilter
THREE.LinearFilter
THREE.LinearMipmapNearestFilter
THREE.LinearMipmapLinearFilter
For use with a texture's [page:Texture.minFilter minFilter] property,
these define the texture minifying function that is used whenever the
pixel being textured maps to an area greater than one texture element
(texel).
In addition to [page:constant NearestFilter] and [page:constant LinearFilter], the following four functions can be used for
minification:
[page:constant NearestMipmapNearestFilter] chooses the mipmap that most
closely matches the size of the pixel being textured and uses the
[page:constant NearestFilter] criterion (the texel nearest to the center
of the pixel) to produce a texture value.
[page:constant NearestMipmapLinearFilter] chooses the two mipmaps that
most closely match the size of the pixel being textured and uses the
[page:constant NearestFilter] criterion to produce a texture value from
each mipmap. The final texture value is a weighted average of those two
values.
[page:constant LinearMipmapNearestFilter] chooses the mipmap that most
closely matches the size of the pixel being textured and uses the
[page:constant LinearFilter] criterion (a weighted average of the four
texels that are closest to the center of the pixel) to produce a texture
value.
[page:constant LinearMipmapLinearFilter] is the default and chooses the
two mipmaps that most closely match the size of the pixel being textured
and uses the [page:constant LinearFilter] criterion to produce a texture
value from each mipmap. The final texture value is a weighted average of
those two values.
See the [example:webgl_materials_texture_filters materials / texture / filters] example.
THREE.UnsignedByteType
THREE.ByteType
THREE.ShortType
THREE.UnsignedShortType
THREE.IntType
THREE.UnsignedIntType
THREE.FloatType
THREE.HalfFloatType
THREE.UnsignedShort4444Type
THREE.UnsignedShort5551Type
THREE.UnsignedInt248Type
THREE.UnsignedInt5999Type
For use with a texture's [page:Texture.type type] property, which must
correspond to the correct format. See below for details.
[page:constant UnsignedByteType] is the default.
THREE.AlphaFormat
THREE.RedFormat
THREE.RedIntegerFormat
THREE.RGFormat
THREE.RGIntegerFormat
THREE.RGBFormat
THREE.RGBAFormat
THREE.RGBAIntegerFormat
THREE.LuminanceFormat
THREE.LuminanceAlphaFormat
THREE.DepthFormat
THREE.DepthStencilFormat
For use with a texture's [page:Texture.format format] property, these
define how elements of a 2d texture, or `texels`, are read by shaders.
[page:constant AlphaFormat] discards the red, green and blue components
and reads just the alpha component.
[page:constant RedFormat] discards the green and blue components and reads
just the red component.
[page:constant RedIntegerFormat] discards the green and blue components
and reads just the red component. The texels are read as integers instead
of floating point.
[page:constant RGFormat] discards the alpha, and blue components and reads
the red, and green components.
[page:constant RGIntegerFormat] discards the alpha, and blue components
and reads the red, and green components. The texels are read as integers
instead of floating point.
[page:constant RGBAFormat] is the default and reads the red, green, blue
and alpha components.
[page:constant RGBAIntegerFormat] is the default and reads the red, green,
blue and alpha components. The texels are read as integers instead of
floating point.
[page:constant LuminanceFormat] reads each element as a single luminance
component. This is then converted to a floating point, clamped to the
range [0,1], and then assembled into an RGBA element by placing the
luminance value in the red, green and blue channels, and attaching 1.0 to
the alpha channel.
[page:constant LuminanceAlphaFormat] reads each element as a
luminance/alpha double. The same process occurs as for the [page:constant LuminanceFormat], except that the alpha channel may have values other than
`1.0`.
[page:constant DepthFormat] reads each element as a single depth value,
converts it to floating point, and clamps to the range [0,1]. This is the
default for [page:DepthTexture DepthTexture].
[page:constant DepthStencilFormat] reads each element is a pair of depth
and stencil values. The depth component of the pair is interpreted as in
[page:constant DepthFormat]. The stencil component is interpreted based on
the depth + stencil internal format.
Note that the texture must have the correct [page:Texture.type type] set,
as described above. See
[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
THREE.RGB_S3TC_DXT1_Format
THREE.RGBA_S3TC_DXT1_Format
THREE.RGBA_S3TC_DXT3_Format
THREE.RGBA_S3TC_DXT5_Format
For use with a [page:CompressedTexture CompressedTexture]'s
[page:Texture.format format] property, these require support for the
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc] extension.
There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:
[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
image format.
[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
image format with a simple on/off alpha value.
[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA
image format. Compared to a 32-bit RGBA texture, it offers 4:1
compression.
[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA
image format. It also provides a 4:1 compression, but differs to the DXT3
compression in how the alpha compression is done.
THREE.RGB_PVRTC_4BPPV1_Format
THREE.RGB_PVRTC_2BPPV1_Format
THREE.RGBA_PVRTC_4BPPV1_Format
THREE.RGBA_PVRTC_2BPPV1_Format
For use with a [page:CompressedTexture CompressedTexture]'s
[page:Texture.format format] property, these require support for the
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc] extension.
PVRTC is typically only available on mobile devices with PowerVR chipsets,
which are mainly Apple devices.
There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats
available via this extension. These are:
[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode.
One block for each 4×4 pixels.
[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode.
One block for each 8×4 pixels.
[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode.
One block for each 4×4 pixels.
[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode.
One block for each 8×4 pixels.
THREE.RGB_ETC1_Format
THREE.RGB_ETC2_Format
THREE.RGBA_ETC2_EAC_Format
For use with a [page:CompressedTexture CompressedTexture]'s
[page:Texture.format format] property, these require support for the
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1] (ETC1) or
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc] (ETC2) extensions.
THREE.RGBA_ASTC_4x4_Format
THREE.RGBA_ASTC_5x4_Format
THREE.RGBA_ASTC_5x5_Format
THREE.RGBA_ASTC_6x5_Format
THREE.RGBA_ASTC_6x6_Format
THREE.RGBA_ASTC_8x5_Format
THREE.RGBA_ASTC_8x6_Format
THREE.RGBA_ASTC_8x8_Format
THREE.RGBA_ASTC_10x5_Format
THREE.RGBA_ASTC_10x6_Format
THREE.RGBA_ASTC_10x8_Format
THREE.RGBA_ASTC_10x10_Format
THREE.RGBA_ASTC_12x10_Format
THREE.RGBA_ASTC_12x12_Format
For use with a [page:CompressedTexture CompressedTexture]'s
[page:Texture.format format] property, these require support for the
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension.
THREE.RGBA_BPTC_Format
For use with a [page:CompressedTexture CompressedTexture]'s
[page:Texture.format format] property, these require support for the
[link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension.
THREE.NeverCompare
THREE.LessCompare
THREE.EqualCompare
THREE.LessEqualCompare
THREE.GreaterCompare
THREE.NotEqualCompare
THREE.GreaterEqualCompare
THREE.AlwaysCompare
'ALPHA'
'RGB'
'RGBA'
'LUMINANCE'
'LUMINANCE_ALPHA'
'RED_INTEGER'
'R8'
'R8_SNORM'
'R8I'
'R8UI'
'R16I'
'R16UI'
'R16F'
'R32I'
'R32UI'
'R32F'
'RG8'
'RG8_SNORM'
'RG8I'
'RG8UI'
'RG16I'
'RG16UI'
'RG16F'
'RG32I'
'RG32UI'
'RG32F'
'RGB565'
'RGB8'
'RGB8_SNORM'
'RGB8I'
'RGB8UI'
'RGB16I'
'RGB16UI'
'RGB16F'
'RGB32I'
'RGB32UI'
'RGB32F'
'RGB9_E5'
'SRGB8'
'R11F_G11F_B10F'
'RGBA4'
'RGBA8'
'RGBA8_SNORM'
'RGBA8I'
'RGBA8UI'
'RGBA16I'
'RGBA16UI'
'RGBA16F'
'RGBA32I'
'RGBA32UI'
'RGBA32F'
'RGB5_A1'
'RGB10_A2'
'RGB10_A2UI'
'SRGB8_ALPHA8'
'DEPTH_COMPONENT16'
'DEPTH_COMPONENT24'
'DEPTH_COMPONENT32F'
'DEPTH24_STENCIL8'
'DEPTH32F_STENCIL8'
For use with a texture's [page:Texture.internalFormat internalFormat]
property, these define how elements of a texture, or `texels`, are stored
on the GPU.
[page:constant R8] stores the red component on 8 bits.
[page:constant R8_SNORM] stores the red component on 8 bits. The component
is stored as normalized.
[page:constant R8I] stores the red component on 8 bits. The component is
stored as an integer.
[page:constant R8UI] stores the red component on 8 bits. The component is
stored as an unsigned integer.
[page:constant R16I] stores the red component on 16 bits. The component is
stored as an integer.
[page:constant R16UI] stores the red component on 16 bits. The component
is stored as an unsigned integer.
[page:constant R16F] stores the red component on 16 bits. The component is
stored as floating point.
[page:constant R32I] stores the red component on 32 bits. The component is
stored as an integer.
[page:constant R32UI] stores the red component on 32 bits. The component
is stored as an unsigned integer.
[page:constant R32F] stores the red component on 32 bits. The component is
stored as floating point.
[page:constant RG8] stores the red and green components on 8 bits each.
[page:constant RG8_SNORM] stores the red and green components on 8 bits
each. Every component is stored as normalized.
[page:constant RG8I] stores the red and green components on 8 bits each.
Every component is stored as an integer.
[page:constant RG8UI] stores the red and green components on 8 bits each.
Every component is stored as an unsigned integer.
[page:constant RG16I] stores the red and green components on 16 bits each.
Every component is stored as an integer.
[page:constant RG16UI] stores the red and green components on 16 bits
each. Every component is stored as an unsigned integer.
[page:constant RG16F] stores the red and green components on 16 bits each.
Every component is stored as floating point.
[page:constant RG32I] stores the red and green components on 32 bits each.
Every component is stored as an integer.
[page:constant RG32UI] stores the red and green components on 32 bits.
Every component is stored as an unsigned integer.
[page:constant RG32F] stores the red and green components on 32 bits.
Every component is stored as floating point.
[page:constant RGB8] stores the red, green, and blue components on 8 bits
each. [page:constant RGB8_SNORM] stores the red, green, and blue
components on 8 bits each. Every component is stored as normalized.
[page:constant RGB8I] stores the red, green, and blue components on 8 bits
each. Every component is stored as an integer.
[page:constant RGB8UI] stores the red, green, and blue components on 8
bits each. Every component is stored as an unsigned integer.
[page:constant RGB16I] stores the red, green, and blue components on 16
bits each. Every component is stored as an integer.
[page:constant RGB16UI] stores the red, green, and blue components on 16
bits each. Every component is stored as an unsigned integer.
[page:constant RGB16F] stores the red, green, and blue components on 16
bits each. Every component is stored as floating point
[page:constant RGB32I] stores the red, green, and blue components on 32
bits each. Every component is stored as an integer.
[page:constant RGB32UI] stores the red, green, and blue components on 32
bits each. Every component is stored as an unsigned integer.
[page:constant RGB32F] stores the red, green, and blue components on 32
bits each. Every component is stored as floating point
[page:constant R11F_G11F_B10F] stores the red, green, and blue components
respectively on 11 bits, 11 bits, and 10bits. Every component is stored as
floating point.
[page:constant RGB565] stores the red, green, and blue components
respectively on 5 bits, 6 bits, and 5 bits.
[page:constant RGB9_E5] stores the red, green, and blue components on 9
bits each.
[page:constant RGBA8] stores the red, green, blue, and alpha components on
8 bits each.
[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha
components on 8 bits. Every component is stored as normalized.
[page:constant RGBA8I] stores the red, green, blue, and alpha components
on 8 bits each. Every component is stored as an integer.
[page:constant RGBA8UI] stores the red, green, blue, and alpha components
on 8 bits. Every component is stored as an unsigned integer.
[page:constant RGBA16I] stores the red, green, blue, and alpha components
on 16 bits. Every component is stored as an integer.
[page:constant RGBA16UI] stores the red, green, blue, and alpha components
on 16 bits. Every component is stored as an unsigned integer.
[page:constant RGBA16F] stores the red, green, blue, and alpha components
on 16 bits. Every component is stored as floating point.
[page:constant RGBA32I] stores the red, green, blue, and alpha components
on 32 bits. Every component is stored as an integer.
[page:constant RGBA32UI] stores the red, green, blue, and alpha components
on 32 bits. Every component is stored as an unsigned integer.
[page:constant RGBA32F] stores the red, green, blue, and alpha components
on 32 bits. Every component is stored as floating point.
[page:constant RGB5_A1] stores the red, green, blue, and alpha components
respectively on 5 bits, 5 bits, 5 bits, and 1 bit.
[page:constant RGB10_A2] stores the red, green, blue, and alpha components
respectively on 10 bits, 10 bits, 10 bits and 2 bits.
[page:constant RGB10_A2UI] stores the red, green, blue, and alpha
components respectively on 10 bits, 10 bits, 10 bits and 2 bits. Every
component is stored as an unsigned integer.
[page:constant SRGB8] stores the red, green, and blue components on 8 bits
each.
[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha
components on 8 bits each.
[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.
[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.
[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits.
The component is stored as floating point.
[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components
respectively on 24 bits and 8 bits. The stencil component is stored as an
unsigned integer.
[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components
respectively on 32 bits and 8 bits. The depth component is stored as
floating point, and the stencil component as an unsigned integer.
Note that the texture must have the correct [page:Texture.type type] set,
as well as the correct [page:Texture.format format]. See
[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D], for more details regarding the
possible combination of [page:Texture.format format],
[page:Texture.internalFormat internalFormat], and [page:Texture.type type].
For more in-depth information regarding internal formats, you can also
refer directly to the
[link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and to the
[link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
THREE.BasicDepthPacking
THREE.RGBADepthPacking
For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
THREE.NoColorSpace = ""
THREE.SRGBColorSpace = "srgb"
THREE.LinearSRGBColorSpace = "srgb-linear"
Used to define the color space of textures (and the output color space of
the renderer).
If the color space type is changed after the texture has already been used
by a material, you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]