Creates a texture for use with a video texture.
This is almost the same as the base Texture class, except that it continuously sets needsUpdate to true so that the texture is updated as the video plays. Automatic creation of mipmaps is also disabled.
// assuming you have created a HTML video element with id="video" const video = document.getElementById('video'); const texture = new v3d.VideoTexture(video);
materials / video
video -- The video element to use as 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 default is v3d.RGBAFormat. 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.
You will not need to set this manually here as it is handled by the update method.
See the base Texture class for common methods.
This is called automatically and sets # .needsUpdate : Booleanto true every time a new frame is available.
For more info on how to obtain the source code of this module see this page.