Constructs a new noise texture.
The texture format can be either LuminanceFormat
or RGBAFormat
. Additionally, the formats RedFormat
and
RGFormat
can be used in a WebGL 2 context.
The width.
The height.
Optional
format: numberThe texture format.
Optional
type: numberThe texture type.
The number of samples taken along the axis through the pixel that has the highest density of texels.
A higher value gives a less blurry result than a basic mipmap, at the cost of more Texture samples being used.
value of THREE.Texture.DEFAULT_ANISOTROPY. That is normally 1
.
The point around which rotation occurs.
A value of (0.5, 0.5)
corresponds to the center of the texture.
new THREE.Vector2( 0, 0 )
, lower left.
Lets you select the uv attribute to map the texture to. 0
for uv
, 1
for uv1
, 2
for uv2
and 3
for
uv3
.
The Textures | {@link Texture constants} page for details of other color spaces.
Textures containing color data should be annotated with SRGBColorSpace THREE.SRGBColorSpace or LinearSRGBColorSpace THREE.LinearSRGBColorSpace.
THREE.NoColorSpace
false
These define how elements of a 2D texture, or texels, are read by shaders.
All Texture types except THREE.DepthTexture and THREE.CompressedPixelFormat expect the values be THREE.PixelFormat
THREE.RGBAFormat.
false
Readonly
idUnique number for this Texture instance.
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
The GPU Pixel Format allows the developer to specify how the data is going to be stored on the GPU.
Readonly
isRead-only flag to check if a given object is of type DataTexture.
This is a constant value
true
Indicates whether a texture belongs to a render target or not
false
Readonly
isRead-only flag to check if a given object is of type Texture.
This is a constant value
true
THREE.NearestFilter
How the image is applied to the object.
All Texture types except THREE.CubeTexture expect the values be THREE.Mapping
value of THREE.Texture.DEFAULT_MAPPING
The uv-transform matrix for the texture.
When .matrixAutoUpdate property is true
.
Will be updated by the renderer from the properties:
new THREE.Matrix3()
Whether is to update the texture's uv-transform .matrix.
THREE.NearestFilter
Array of user-specified mipmaps
[]
Optional name of the object
(doesn't need to be unique).
""
How much a single repetition of the texture is offset from the beginning, in each direction U and V.
Typical range is 0.0
to 1.0
.
new THREE.Vector2(0, 0)
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
Indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
If set to true
, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU.
Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See THREE.ImageBitmapLoader | ImageBitmapLoader.
THREE.ImageBitmapLoader | ImageBitmapLoader.
false
How many times the texture is repeated across the surface, in each direction U and V.
How much the texture is rotated around the center point, in radians.
Positive values are counter-clockwise.
0
The data definition of a texture. A reference to the data source can be shared across textures. This is often useful in context of spritesheets where multiple textures render the same data but with different Texture transformations.
This must correspond to the .format.
THREE.UnsignedByteType, is the type most used by Texture formats.
THREE.UnsignedByteType
1
An object that can be used to store custom data about the texture.
It should not hold references to functions as these will not be cloned.
{}
UUID of this object instance.
This gets automatically assigned and shouldn't be edited.
This starts at 0
and counts how many times .needsUpdate is set to true
.
Expects a Integer
0
This defines how the Texture is wrapped horizontally and corresponds to U in UV mapping.
for WEBGL1 - tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL1, not three.js. WEBGL2 does not have this limitation.
THREE.ClampToEdgeWrapping
This defines how the Texture is wrapped vertically and corresponds to V in UV mapping.
for WEBGL1 - tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL1, not three.js. WEBGL2 does not have this limitation.
THREE.ClampToEdgeWrapping
Static
DEFAULT_The Global default value for .anisotropy.
1
.
Static
DEFAULT_The Global default value for Texture.image | .image.
null
.
Static
DEFAULT_The Global default value for .mapping.
THREE.UVMapping
Overridden with a record type holding data, width and height and depth.
Indicates whether this texture should be processed by THREE.PMREMGenerator or not.
Only relevant for render target textures.
false
Set this to true
to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Make copy of the texture
Note this is not a "deep copy", the image is shared
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Convert the texture to three.js JSON Object/Scene format.
Optional
meta: string | {}Optional object containing metadata.
A simple noise texture.