Creates a texture for use with a video.
Note: After the initial use of a texture, the video cannot be changed. Instead, call .dispose() on the texture and instantiate a new one.
// assuming you have created a HTML video element with id="video" const video = document.getElementById('video'); const texture = new v3d.VideoTexture(video);
materials / video
materials / video / webcam
video / kinect
video / panorama / equirectangular
vr / 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.LinearFilter. 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.
Whether to generate mipmaps.
false by default.
Read-only flag to check if a given object is of type VideoTexture.
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 to
true every time
a new frame is available.
For more info on how to obtain the source code of this module see this page.