Files
apt-nl-map/static/Magic4/js/three.js-dev/docs/api/zh/textures/DataTexture.html

89 lines
2.9 KiB
HTML
Raw Normal View History

2024-12-04 10:21:04 +08:00
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">从原始数据raw data、宽width、高height来直接创建一个纹理贴图。</p>
<h2>构造函数</h2>
<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
<p>
data 参数必须是一个 [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] 。
其他参数对应于继承自 [page:Texture] 的属性,其中 magFilter 与 minFilter 默认为 THREE.NearestFilter。属性 flipY 和 generateMipmaps 初始设为 false。
</p>
<p>
数据的解释取决于type与format
If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
</p>
<h2>代码示例</h2>
<code>
// create a buffer with color data
const width = 512;
const height = 512;
const size = width * height;
const data = new Uint8Array( 3 * size );
const color = new THREE.Color( 0xffffff );
const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 );
const b = Math.floor( color.b * 255 );
for ( let i = 0; i < size; i ++ ) {
const stride = i * 3;
data[ stride ] = r;
data[ stride + 1 ] = g;
data[ stride + 2 ] = b;
}
// used the buffer to create a [name]
const texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
</code>
<h2>属性</h2>
<p>
See the base [page:Texture Texture] class for common properties.
</p>
<h3>[property:Image image]</h3>
<p>
Overridden with a record type holding data, width and height.
</p>
<h2>方法</h2>
<p>
See the base [page:Texture Texture] class for common methods.
</p>
<h2>源码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>