Texture Constants

Mapping Modes

v3d.UVMapping v3d.CubeReflectionMapping v3d.CubeRefractionMapping v3d.EquirectangularReflectionMapping v3d.EquirectangularRefractionMapping v3d.SphericalReflectionMapping v3d.CubeUVReflectionMapping v3d.CubeUVRefractionMapping

These define the texture's mapping mode.
UVMapping is the default, and maps the texture using the mesh's UV coordinates.

The rest define environment mapping types.

CubeReflectionMapping and CubeRefractionMapping are for use with a CubeTexture, which is made up of six textures, one for each face of the cube. CubeReflectionMapping is the default for a CubeTexture.

EquirectangularReflectionMapping and 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.

SphericalReflectionMapping is for use with a spherical reflection map such as may be obtained by cropping a photograph of a mirrored ball. Sphere maps will be rendered "facing" the camera, irrespective of the position of the camera relative to the cubemapped object or surface.

See the materials / envmaps example.

Wrapping Modes

v3d.RepeatWrapping v3d.ClampToEdgeWrapping v3d.MirroredRepeatWrapping

These define the texture's wrapS and wrapT properties, which define horizontal and vertical texture wrapping.

With RepeatWrapping the texture will simply repeat to infinity.

ClampToEdgeWrapping is the default. The last pixel of the texture stretches to the edge of the mesh.

With MirroredRepeatWrapping the texture will repeats to infinity, mirroring on each repeat.

Magnification Filters

v3d.NearestFilter v3d.LinearFilter

For use with a texture's 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).

NearestFilter returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

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 wrapS and wrapT, and on the exact mapping.

Minification Filters

v3d.NearestFilter v3d.NearestMipmapNearestFilter v3d.NearestMipmapLinearFilter v3d.LinearFilter v3d.LinearMipmapNearestFilter v3d.LinearMipmapLinearFilter

For use with a texture's 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 NearestFilter and LinearFilter, the following four functions can be used for minification:

NearestMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the NearestFilter criterion (the texel nearest to the center of the pixel) to produce a texture value.

NearestMipmapLinearFilter chooses the two mipmaps that most closely match the size of the pixel being textured and uses the NearestFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

LinearMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the LinearFilter criterion (a weighted average of the four texels that are closest to the center of the pixel) to produce a texture value.

LinearMipmapLinearFilter is the default and chooses the two mipmaps that most closely match the size of the pixel being textured and uses the LinearFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

See the materials / texture / filters example.

Types

v3d.UnsignedByteType v3d.ByteType v3d.ShortType v3d.UnsignedShortType v3d.IntType v3d.UnsignedIntType v3d.FloatType v3d.HalfFloatType v3d.UnsignedShort4444Type v3d.UnsignedShort5551Type v3d.UnsignedShort565Type v3d.UnsignedInt248Type

For use with a texture's type property, which must correspond to the correct format. See below for details.

UnsignedByteType is the default.

Formats

v3d.AlphaFormat v3d.RedFormat v3d.RedIntegerFormat v3d.RGFormat v3d.RGIntegerFormat v3d.RGBFormat v3d.RGBIntegerFormat v3d.RGBAFormat v3d.RGBAIntegerFormat v3d.LuminanceFormat v3d.LuminanceAlphaFormat v3d.RGBEFormat v3d.DepthFormat v3d.DepthStencilFormat

For use with a texture's format property, these define how elements of a 2d texture, or texels, are read by shaders.

AlphaFormat discards the red, green and blue components and reads just the alpha component.

RedFormat discards the green and blue components and reads just the red component.

RedIntegerFormat discards the green and blue components and reads just the red component. The texels are read as integers instead of floating point. (can only be used with a WebGL 2 rendering context).

RGFormat discards the alpha, and blue components and reads the red, and green components. (can only be used with a WebGL 2 rendering context).

RGIntegerFormat discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point. (can only be used with a WebGL 2 rendering context).

RGBFormat discards the alpha components and reads the red, green and blue components.

RGBIntegerFormat discards the alpha components and reads the red, green and blue components. (can only be used with a WebGL 2 rendering context).

RGBAFormat is the default and reads the red, green, blue and alpha components.

RGBAIntegerFormat is the default and reads the red, green, blue and alpha components. The texels are read as integers instead of floating point. (can only be used with a WebGL 2 rendering context).

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.

LuminanceAlphaFormat reads each element as a luminance/alpha double. The same process occurs as for the LuminanceFormat, except that the alpha channel may have values other than 1.0.

RGBEFormat is identical to RGBAFormat.

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 DepthTexture.

DepthStencilFormat reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as in DepthFormat. The stencil component is interpreted based on the depth + stencil internal format.

Note that the texture must have the correct type set, as described above. See WebGLRenderingContext.texImage2D for details.

DDS / ST3C Compressed Texture Formats

v3d.RGB_S3TC_DXT1_Format v3d.RGBA_S3TC_DXT1_Format v3d.RGBA_S3TC_DXT3_Format v3d.RGBA_S3TC_DXT5_Format

For use with a CompressedTexture's format property, these require support for the WEBGL_compressed_texture_s3tc extension.

There are four S3TC formats available via this extension. These are:
RGB_S3TC_DXT1_Format: A DXT1-compressed image in an RGB image format.
RGBA_S3TC_DXT1_Format: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
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.
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.

PVRTC Compressed Texture Formats

v3d.RGB_PVRTC_4BPPV1_Format v3d.RGB_PVRTC_2BPPV1_Format v3d.RGBA_PVRTC_4BPPV1_Format v3d.RGBA_PVRTC_2BPPV1_Format

For use with a CompressedTexture's format property, these require support for the WEBGL_compressed_texture_pvrtc extension.
PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.

There are four PVRTC formats available via this extension. These are:
RGB_PVRTC_4BPPV1_Format: RGB compression in 4-bit mode. One block for each 4×4 pixels.
RGB_PVRTC_2BPPV1_Format: RGB compression in 2-bit mode. One block for each 8×4 pixels.
RGBA_PVRTC_4BPPV1_Format: RGBA compression in 4-bit mode. One block for each 4×4 pixels.
RGBA_PVRTC_2BPPV1_Format: RGBA compression in 2-bit mode. One block for each 8×4 pixels.

ETC Compressed Texture Format

v3d.RGB_ETC1_Format

For use with a CompressedTexture's format property, these require support for the WEBGL_compressed_texture_etc1 extension.

Internal Formats

'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'

Heads up: changing the internal format of a texture will only affect the texture when using a WebGL 2 rendering context.

For use with a texture's internalFormat property, these define how elements of a texture, or texels, are stored on the GPU.

R8 stores the red component on 8 bits.

R8_SNORM stores the red component on 8 bits. The component is stored as normalized.

R8I stores the red component on 8 bits. The component is stored as an integer.

R8UI stores the red component on 8 bits. The component is stored as an unsigned integer.

R16I stores the red component on 16 bits. The component is stored as an integer.

R16UI stores the red component on 16 bits. The component is stored as an unsigned integer.

R16F stores the red component on 16 bits. The component is stored as floating point.

R32I stores the red component on 32 bits. The component is stored as an integer.

R32UI stores the red component on 32 bits. The component is stored as an unsigned integer.

R32F stores the red component on 32 bits. The component is stored as floating point.

RG8 stores the red and green components on 8 bits each.

RG8_SNORM stores the red and green components on 8 bits each. Every component is stored as normalized.

RG8I stores the red and green components on 8 bits each. Every component is stored as an integer.

RG8UI stores the red and green components on 8 bits each. Every component is stored as an unsigned integer.

RG16I stores the red and green components on 16 bits each. Every component is stored as an integer.

RG16UI stores the red and green components on 16 bits each. Every component is stored as an unsigned integer.

RG16F stores the red and green components on 16 bits each. Every component is stored as floating point.

RG32I stores the red and green components on 32 bits each. Every component is stored as an integer.

RG32UI stores the red and green components on 32 bits. Every component is stored as an unsigned integer.

RG32F stores the red and green components on 32 bits. Every component is stored as floating point.

RGB8 stores the red, green, and blue components on 8 bits each. RGB8_SNORM stores the red, green, and blue components on 8 bits each. Every component is stored as normalized.

RGB8I stores the red, green, and blue components on 8 bits each. Every component is stored as an integer.

RGB8UI stores the red, green, and blue components on 8 bits each. Every component is stored as an unsigned integer.

RGB16I stores the red, green, and blue components on 16 bits each. Every component is stored as an integer.

RGB16UI stores the red, green, and blue components on 16 bits each. Every component is stored as an unsigned integer.

RGB16F stores the red, green, and blue components on 16 bits each. Every component is stored as floating point

RGB32I stores the red, green, and blue components on 32 bits each. Every component is stored as an integer.

RGB32UI stores the red, green, and blue components on 32 bits each. Every component is stored as an unsigned integer.

RGB32F stores the red, green, and blue components on 32 bits each. Every component is stored as floating point

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.

RGB565 stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.

RGB9_E5 stores the red, green, and blue components on 9 bits each.

RGBA8 stores the red, green, blue, and alpha components on 8 bits each.

RGBA8_SNORM stores the red, green, blue, and alpha components on 8 bits. Every component is stored as normalized.

RGBA8I stores the red, green, blue, and alpha components on 8 bits each. Every component is stored as an integer.

RGBA8UI stores the red, green, blue, and alpha components on 8 bits. Every component is stored as an unsigned integer.

RGBA16I stores the red, green, blue, and alpha components on 16 bits. Every component is stored as an integer.

RGBA16UI stores the red, green, blue, and alpha components on 16 bits. Every component is stored as an unsigned integer.

RGBA16F stores the red, green, blue, and alpha components on 16 bits. Every component is stored as floating point.

RGBA32I stores the red, green, blue, and alpha components on 32 bits. Every component is stored as an integer.

RGBA32UI stores the red, green, blue, and alpha components on 32 bits. Every component is stored as an unsigned integer.

RGBA32F stores the red, green, blue, and alpha components on 32 bits. Every component is stored as floating point.

RGB5_A1 stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.

RGB10_A2 stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.

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.

SRGB8 stores the red, green, and blue components on 8 bits each.

SRGB8_ALPHA8 stores the red, green, blue, and alpha components on 8 bits each.

DEPTH_COMPONENT16 stores the depth component on 16bits.

DEPTH_COMPONENT24 stores the depth component on 24bits.

DEPTH_COMPONENT32F stores the depth component on 32bits. The component is stored as floating point.

DEPTH24_STENCIL8 stores the depth, and stencil components respectively on 24 bits and 8 bits. The stencil component is stored as an unsigned integer.

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 type set, as well as the correct format. See WebGLRenderingContext.texImage2D, and WebGL2RenderingContext.texImage3D, for more details regarding the possible combination of format, internalFormat, and type.

For more in-depth information regarding internal formats, you can also refer directly to the WebGL2 Specification and to the OpenGL ES 3.0 Specification.

Encoding

v3d.LinearEncoding v3d.sRGBEncoding v3d.GammaEncoding v3d.RGBEEncoding v3d.LogLuvEncoding v3d.RGBM7Encoding v3d.RGBM16Encoding v3d.RGBDEncoding v3d.BasicDepthPacking v3d.RGBADepthPacking

For use with a Texture's encoding property.

If the encoding type is changed after the texture has already been used by a material, you will need to set Material.needsUpdate to true to make the material recompile.

LinearEncoding is the default. Values other than this are only valid for a material's map, envMap and emissiveMap.

Source

For more info on how to obtain the source code of this module see this page.