Creates a texture directly from raw data, width and height.


DataTexture(data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy)

The data argument must be an ArrayBuffer or a typed array view. Further parameters correspond to the properties inherited from Texture, where both magFilter and minFilter default to v3d.NearestFilter. The properties flipY and generateMipmaps are intially 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). Similarly, v3d.RGBFormat specifies a format where only three values are used for each texel.
For the packed types, v3d.UnsignedShort4444Type, v3d.UnsignedShort5551Type or v3d.UnsignedShort565Type, 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.


// create a buffer with color data var size = width * height; var data = new Uint8Array(3 * size); var r = Math.floor(color.r * 255); var g = Math.floor(color.g * 255); var b = Math.floor(color.b * 255); for (var i = 0; i < size; i++) { var stride = i * 3; data[stride] = r; data[stride + 1] = g; data[stride + 2] = b; } // used the buffer to create a DataTexture var texture = new v3d.DataTexture(data, width, height, v3d.RGBFormat); texture.needsUpdate = true


.image : Image

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



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