Creates an array of textures directly from raw data, width and height and depth. This type of texture can only be used with a WebGL 2 rendering context.


DataArrayTexture(data : TypedArray, width : Integer, height : Integer, depth : Integer)

The data argument must be a TypedArray. The properties inherited from Texture are the default, except magFilter and minFilter default to v3d.NearestFilter. The properties flipY and generateMipmaps are initially set to false.

The interpretation of the data depends on type and format: If the type is v3d.UnsignedByteType, a Uint8Array will be useful for addressing the texel data. If the format is v3d.RGBAFormat, data needs four values for one texel: Red, Green, Blue and Alpha (typically the opacity).

For the packed types, v3d.UnsignedShort4444Type and v3d.UnsignedShort5551Type all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.

In order to use the types v3d.FloatType and v3d.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use v3d.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.

Code Example

This creates a DataArrayTexture 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 < depth; i++) { const color = new v3d.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 < 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 DataArrayTexture const texture = new v3d.DataArrayTexture(data, width, height, depth); texture.needsUpdate = true;


See the base Texture class for common properties.

.image : Image

Overridden with a record type holding data, width and height and depth.


See the base Texture class for common methods.


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