EventDispatcherTexture

DataArrayTexture

Creates an array of textures directly from raw buffer data.

Constructor

new DataArrayTexture( data : TypedArray, width : number, height : number, depth : number )

Constructs a new data array texture.

data

The buffer data.

Default is null.

width

The width of the texture.

Default is 1.

height

The height of the texture.

Default is 1.

depth

The depth of the texture.

Default is 1.

Properties

.flipY : boolean

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

Overwritten and set to false by default.

Default is false.

Overrides: Texture#flipY

.generateMipmaps : boolean

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

Overwritten and set to false by default.

Default is false.

Overrides: Texture#generateMipmaps

.image : Object

The image definition of a data texture.

Overrides: Texture#image

.isDataArrayTexture : boolean (readonly)

This flag can be used for type testing.

Default is true.

.layerUpdates : Set.<number>

A set of all layers which need to be updated in the texture.

.magFilter : NearestFilter | NearestMipmapNearestFilter | NearestMipmapLinearFilter | LinearFilter | LinearMipmapNearestFilter | LinearMipmapLinearFilter

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

Overwritten and set to NearestFilter by default.

Default is NearestFilter.

Overrides: Texture#magFilter

.minFilter : NearestFilter | NearestMipmapNearestFilter | NearestMipmapLinearFilter | LinearFilter | LinearMipmapNearestFilter | LinearMipmapLinearFilter

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

Overwritten and set to NearestFilter by default.

Default is NearestFilter.

Overrides: Texture#minFilter

.unpackAlignment : boolean

Specifies the alignment requirements for the start of each pixel row in memory.

Overwritten and set to 1 by default.

Default is 1.

Overrides: Texture#unpackAlignment

.wrapR : RepeatWrapping | ClampToEdgeWrapping | MirroredRepeatWrapping

This defines how the texture is wrapped in the depth and corresponds to W in UVW mapping.

Default is ClampToEdgeWrapping.

Methods

.addLayerUpdate( layerIndex : number )

Describes that a specific layer of the texture needs to be updated. Normally when Texture#needsUpdate is set to true, the entire data texture array is sent to the GPU. Marking specific layers will only transmit subsets of all mipmaps associated with a specific depth in the array which is often much more performant.

layerIndex

The layer index that should be updated.

.clearLayerUpdates()

Resets the layer updates registry.

Source

src/textures/DataArrayTexture.js