从原始数据(raw data)、宽(width)、高(height)来直接创建一个纹理贴图。


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

data 参数必须是一个 ArrayBufferView 。 其他参数对应于继承自 Texture 的属性,其中 magFilter 与 minFilter 默认为 v3d.NearestFilter。属性 flipY 和 generateMipmaps 初始设为 false。

数据的解释取决于type与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 const width = 512; const height = 512; const size = width * height; const data = new Uint8Array(3 * size); const color = new v3d.Color(0xffffff); const r = Math.floor(color.r * 255); const g = Math.floor(color.g * 255); const b = Math.floor(color.b * 255); for (let i = 0; i < size; i++) { const stride = i * 3; data[stride] = r; data[stride + 1] = g; data[stride + 2] = b; } // used the buffer to create a DataTexture const texture = new v3d.DataTexture(data, width, height, v3d.RGBFormat);


See the base Texture class for common properties.

.image : Image

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


See the base Texture class for common methods.