未验证 提交 8326a562 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #19582 from gero3/AddDocumentationForDataTexture2DArray

Add documentation for DataTexture2DArray
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">Creates an array of textures directly from raw data, width and height and depth.</p>
<h2>Constructor</h2>
<h3>[name]( data, width, height, depth )</h3>
<p>
The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
</p>
<p>
The interpretation of the data depends on type and format:
If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.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.
</p>
<h2>Code Example</h2>
<p>This creates a [name] where each texture has a different color.</p>
<code>
// create a buffer with color data
var size = width * height;
var data = new Uint8Array( 3 * size * depth );
for ( var i = 0; i < depth; i ++ ) {
var color = new THREE.Color( Math.random(), Math.random(), Math.random() );
var r = Math.floor( color.r * 255 );
var g = Math.floor( color.g * 255 );
var b = Math.floor( color.b * 255 );
for ( var j = 0; j < size; j ++ ) {
var stride = ( i * size + j ) * 3;
data[ stride ] = r;
data[ stride + 1 ] = g;
data[ stride + 2 ] = b;
}
}
// used the buffer to create a [name]
var texture = new THREE.DataTexture2DArray( data, width, height, depth );
texture.format = THREE.RGBFormat;
texture.type = THREE.UnsignedByteType;
</code>
<h2>Properties</h2>
<p>
See the base [page:Texture Texture] class for common properties.
</p>
<h3>[property:Image image]</h3>
<p>
Overridden with a record type holding data, width and height and depth.
</p>
<h2>Methods</h2>
<p>
See the base [page:Texture Texture] class for common methods.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Texture] &rarr;
<h1>[name]</h1>
<p class="desc">Creates an array of textures directly from raw data, width and height and depth.</p>
<h2>Constructor</h2>
<h3>[name]( data, width, height, depth )</h3>
<p>
The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
</p>
<p>
The interpretation of the data depends on type and format:
If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.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.
</p>
<h2>代码示例</h2>
<p>This creates a [name] where each texture has a different color.</p>
<code>
// create a buffer with color data
var size = width * height;
var data = new Uint8Array( 3 * size * depth );
for ( var i = 0; i < depth; i ++ ) {
var color = new THREE.Color( Math.random(), Math.random(), Math.random() );
var r = Math.floor( color.r * 255 );
var g = Math.floor( color.g * 255 );
var b = Math.floor( color.b * 255 );
for ( var j = 0; j < size; j ++ ) {
var stride = ( i * size + j ) * 3;
data[ stride ] = r;
data[ stride + 1 ] = g;
data[ stride + 2 ] = b;
}
}
// used the buffer to create a [name]
var texture = new THREE.DataTexture2DArray( data, width, height, depth );
texture.format = THREE.RGBFormat;
texture.type = THREE.UnsignedByteType;
</code>
<h2>Properties</h2>
<p>
See the base [page:Texture Texture] class for common properties.
</p>
<h3>[property:Image image]</h3>
<p>
Overridden with a record type holding data, width and height and depth.
</p>
<h2>Methods</h2>
<p>
See the base [page:Texture Texture] class for common methods.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
......@@ -338,6 +338,7 @@ var list = {
"CompressedTexture": "api/en/textures/CompressedTexture",
"CubeTexture": "api/en/textures/CubeTexture",
"DataTexture": "api/en/textures/DataTexture",
"DataTexture2DArray": "api/en/textures/DataTexture2DArray",
"DataTexture3D": "api/en/textures/DataTexture3D",
"DepthTexture": "api/en/textures/DepthTexture",
"Texture": "api/en/textures/Texture",
......@@ -796,6 +797,7 @@ var list = {
"CompressedTexture": "api/zh/textures/CompressedTexture",
"CubeTexture": "api/zh/textures/CubeTexture",
"DataTexture": "api/zh/textures/DataTexture",
"DataTexture2DArray": "api/zh/textures/DataTexture2DArray",
"DataTexture3D": "api/zh/textures/DataTexture3D",
"DepthTexture": "api/zh/textures/DepthTexture",
"Texture": "api/zh/textures/Texture",
......
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