The number of samples taken along the axis through the pixel that has the highest density of texels.
The point around which rotation occurs.
Lets you select the uv attribute to map the texture to. 0
for uv
, 1
for uv1
, 2
for uv2
and 3
for
uv3
.
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
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.
Readonly
idUnique number for this Texture instance.
The GPU Pixel Format allows the developer to specify how the data is going to be stored on the GPU.
Readonly
isRead-only flag to check if a given object is of type DataTexture.
Indicates whether a texture belongs to a render target or not
Readonly
isRead-only flag to check if a given object is of type Texture.
How the image is applied to the object.
The uv-transform matrix for the texture.
When .matrixAutoUpdate property is true
.
Will be updated by the renderer from the properties:
new THREE.Matrix3()
Whether is to update the texture's uv-transform .matrix.
Array of user-specified mipmaps
Optional name of the object
How much a single repetition of the texture is offset from the beginning, in each direction U and V.
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
Indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
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
How many times the texture is repeated across the surface, in each direction U and V.
How much the texture is rotated around the center point, in radians.
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.
This must correspond to the .format.
THREE.UnsignedByteType, is the type most used by Texture formats.
THREE.UnsignedByteType
An object that can be used to store custom data about the texture.
UUID of this object instance.
This starts at 0
and counts how many times .needsUpdate is set to true
.
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
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
Static
DEFAULT_The Global default value for .anisotropy.
Static
DEFAULT_The Global default value for Texture.image | .image.
Static
DEFAULT_The Global default value for .mapping.
Overridden with a record type holding data, width and height and depth.
An image object, typically created using the THREE.TextureLoader.load | TextureLoader.load() method.
Indicates whether this texture should be processed by THREE.PMREMGenerator or not.
Set this to true
to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Fire an event type.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Convert the texture to three.js JSON Object/Scene format.
Optional
meta: string | {}Optional object containing metadata.
Regenerates the lookup texture given new data.
The thickness of the thin film layer in nanometers. Defaults to 380.
The refractive index of the thin film. Defaults to 2.
The refractive index of the material under the film. Defaults to 3.
Credit: https://github.com/DerSchmale/threejs-thin-film-iridescence
Demo: https://kokomi-playground.vercel.app/entries/#liquidCrystal
Classdesc
ThinFilmFresnelMap is a lookup texture containing the reflection colour. The texture index value is dot(normal, view). The texture values are stored in approximated gamma space (power 2.0), so the sampled value needs to be multiplied with itself before use. The sampled value should replace the fresnel factor in a PBR material.
Param: filmThickness
The thickness of the thin film layer in nanometers. Defaults to 380.
Param: refractiveIndexFilm
The refractive index of the thin film. Defaults to 2.
Param: refractiveIndexBase
The refractive index of the material under the film. Defaults to 3.
Param: size
The width of the texture. Defaults to 64.
Author
David Lenaerts http://www.derschmale.com