Creates a texture from a canvas element.
This is almost the same as the base Texture class, except that it sets needsUpdate to
canvas — The HTML canvas element from which to load the texture.
mapping — How the image is applied to the object. An object type of v3d.UVMapping. See mapping constants for other choices.
wrapS — The default is v3d.ClampToEdgeWrapping. See wrap mode constants for other choices.
wrapT — The default is v3d.ClampToEdgeWrapping. See wrap mode constants for other choices.
magFilter — How the texture is sampled when a texel covers more than one pixel. The default is v3d.LinearFilter. See magnification filter constants for other choices.
minFilter — How the texture is sampled when a texel covers less than one pixel. The default is v3d.LinearMipmapLinearFilter. See minification filter constants for other choices.
format — The format used in the texture. See format constants for other choices.
type — Default is v3d.UnsignedByteType. See type constants for other choices.
anisotropy — The number of samples taken along the axis through the pixel that has the highest density of texels. By default, this value is
1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
See the base Texture class for common properties.
Read-only flag to check if a given object is of type CanvasTexture.
True by default. This is required so that the canvas data is loaded.
See the base Texture class for common methods.
Check out the create canvas elem and replace texture puzzles to manage canvas textures in a code-less manner.
For more info on how to obtain the source code of this module see this page.