Creates a texture based on data in compressed form, for example from a DDS file.
For use with the CompressedTextureLoader.
mipmaps -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.
width -- The width of the biggest mipmap.
height -- The height of the biggest mipmap.
format -- The format used in the mipmaps. See ST3C Compressed Texture Formats, PVRTC Compressed Texture Formats and ETC Compressed Texture Format for other choices.
type -- Default is v3d.UnsignedByteType. See type constants for other choices.
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.
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.
False by default. Flipping textures does not work for compressed textures.
False by default. Mipmaps can't be generated for compressed textures
See the base Texture class for common methods.
For more info on how to obtain the source code of this module see this page.