Creates an array of textures directly from raw data, width and height and depth

Compatible only with WebGL2RenderingContext | WebGL 2 Rendering Context.

This creates a[name] where each texture has a different color.
// create a buffer with color data
const width = 512;
const height = 512;
const depth = 100;
const size = width * height;
const data = new Uint8Array(4 * size * depth);
for (let i = 0; i & lt; depth; i++) {
const color = new THREE.Color(Math.random(), Math.random(), Math.random());
const r = Math.floor(color.r * 255);
const g = Math.floor(color.g * 255);
const b = Math.floor(color.b * 255);
for (let j = 0; j & lt; size; j++) {
const stride = (i * size + j) * 4;
data[stride] = r;
data[stride + 1] = g;
data[stride + 2] = b;
data[stride + 3] = 255;
}
}
// used the buffer to create a [name]
const texture = new THREE.DataArrayTexture(data, width, height, depth);
texture.needsUpdate = true;

Hierarchy (view full)

Constructors

  • This creates a new DataArrayTexture object.

    Parameters

    • Optionaldata: BufferSource

      ArrayBufferView of the texture. Default null.

    • Optionalwidth: number

      Width of the texture. Default 1.

    • Optionalheight: number

      Height of the texture. Default 1.

    • Optionaldepth: number

      Depth of the texture. Default 1.

    Returns DataArrayTexture

    The interpretation of the data depends on format and type.

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.

channel: number

Lets you select the uv attribute to map the texture to. 0 for uv, 1 for uv1, 2 for uv2 and 3 for uv3.

colorSpace: ColorSpace

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

Textures containing color data should be annotated with THREE.SRGBColorSpace or THREE.LinearSRGBColorSpace.

THREE.NoColorSpace

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

Use .colorSpace in three.js r152+.

flipY: boolean

false

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

generateMipmaps: boolean

false

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.

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

isDataArrayTexture

Read-only flag to check if a given object is of type DataArrayTexture.

This is a constant value

true

isRenderTargetTexture: boolean

Indicates whether a texture belongs to a render target or not

false

isTexture

Read-only flag to check if a given object is of type Texture.

This is a constant value

true

THREE.NearestFilter

mapping: AnyMapping

How the image is applied to the object.

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

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:

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.

true

THREE.NearestFilter

mipmaps: any[]

Array of user-specified mipmaps

[]

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)

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 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

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.

unpackAlignment: number

1

userData: Record<string, 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

wrapR: boolean
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.

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.

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

Accessors

  • get image(): Texture3DImageData
  • Overridden with a record type holding data, width and height and depth.

    Returns Texture3DImageData

  • set image(data): void
  • An image object, typically created using the TextureLoader.load() method.

    Parameters

    • data: Texture3DImageData

    Returns void

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

  • 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

Methods

  • Adds a listener to an event type.

    Type Parameters

    • T extends "dispose"

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<{
          dispose: {};
      }[T], T, DataArrayTexture>

      The function that gets called when the event is fired.

    Returns void

  • Type Parameters

    • T extends string

    Parameters

    Returns void

  • Make copy of the texture

    Returns this

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

  • Parameters

    Returns this

  • Fire an event type.

    Type Parameters

    • T extends "dispose"

    Parameters

    • event: BaseEvent<T> & {
          dispose: {};
      }[T]

      The event that gets fired.

    Returns void

  • Frees the GPU-related resources allocated by this instance

    Returns void

    Call this method whenever this instance is no longer used in your app.

  • Checks if listener is added to an event type.

    Type Parameters

    • T extends "dispose"

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<{
          dispose: {};
      }[T], T, DataArrayTexture>

      The function that gets called when the event is fired.

    Returns boolean

  • Type Parameters

    • T extends string

    Parameters

    Returns boolean

  • Removes a listener from an event type.

    Type Parameters

    • T extends "dispose"

    Parameters

    • type: T

      The type of the listener that gets removed.

    • listener: EventListener<{
          dispose: {};
      }[T], T, DataArrayTexture>

      The listener function that gets removed.

    Returns void

  • Type Parameters

    • T extends string

    Parameters

    Returns void

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

    Parameters

    • Optionalmeta: string | {}

      Optional object containing metadata.

    Returns {}