You need to configure on bitmap creation instead. Note that this property has no effect for ImageBitmap. If set to true, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Whether to generate mipmaps (if possible) for a texture. matrixAutoUpdate property is false, this matrix may be set manually. Updated by the renderer from the texture properties. Set this to false if you are specifying the uv-transform matrix directly. Whether to update the texture's uv-transform. A value of (0.5, 0.5) corresponds to the center of the texture. How much the texture is rotated around the center point, in radians. Setting different repeat values for textures is restricted in the same way like. V3d.RepeatWrapping or v3d.MirroredRepeatWrapping to achieve the desired Greater than 1 in either direction, the corresponding Wrap parameter should also be set to How many times the texture is repeated across the surface, in each direction U and V. The offset (and repeat) setting is evaluated according to The below texture types share the second uv channel in the engine. The following priorities and then shared by those textures: The below texture types share the first uv channel in the engine. How much a single repetition of the texture is offset from the beginning, in each direction U and V. Which will be used for most texture formats. See the texture constants page for details regarding all supported internal formats. The GPU format allows the developer to specify how the data is going to be The default value is obtained using a combination of. See the texture constants page for details of other formats. Use renderer.getMaxAnisotropy() toįind the maximum valid anisotropy value for the GPU this value is usually a power of 2. A higher value gives a less blurry result than a basic mipmap,Īt the cost of more texture samples being used. The number of samples taken along the axis through the pixel that has the highest density of texels.īy default, this value is 1. See the texture constants page for all possible choices. V3d.LinearMipmapLinearFilter, which uses mipmapping and a trilinear filter. How the texture is sampled when a texel covers less than one pixel. The other option is v3d.NearestFilter, which uses the value of the closest texel. V3d.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. How the texture is sampled when a texel covers more than one pixel. This is a limitation of WebGL, not Verge3D. Individual dimensions need not be equal, but each must be a power of two. NOTE: tiling of images in textures only functions if image dimensions are powers of two This defines how the texture is wrapped vertically and corresponds to V in UV mapping. See the texture constants page for details. The other two choices are v3d.RepeatWrapping and v3d.MirroredRepeatWrapping. The default is v3d.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. This defines how the texture is wrapped horizontally and corresponds to U in UV mapping. See the texture constants page for other mapping types. Where the U,V coordinates are used to apply the map. An object type of v3d.UVMapping is the default, Video element as a source for your texture image and continuously update this textureĪs long as video is playing - the VideoTexture class handles this automatically.Īrray of user-specified mipmaps (optional). To use video as a texture you need to have a playing HTML5 This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by Verge3D. Default is an empty string.Īn image object, typically created using the TextureLoader.load method. Optional name of the object (doesn't need to be unique). This gets automatically assigned, so this shouldn't be edited. Readonly - unique number for this texture instance. load a texture, set wrap mode to repeatĬonst texture = new v3d.TextureLoader().load("textures/water.jpg") Ĭonstructor Texture(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) Properties #. dispose() on the texture and instantiate a new one. Note: After the initial use of a texture, its dimensions, format, and type cannot be changed. Create a texture to apply to a surface or as a reflection or refraction map.
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