请参阅[page:Textures type constants](类型常量)来了解其他选项。<br/>
[page:Number 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 [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br/><br/>
[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br/>
[page:Number 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 [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br/>
How much the texture is rotated around the center point, in radians. Postive values are counter-clockwise. Default is *0*.
纹理将围绕中心点旋转多少度,单位为弧度(rad)。正值为逆时针方向旋转,默认值为*0*。
</p>
<h3>[property:Vector2 center]</h3>
<p>
The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.
旋转中心点。(0.5, 0.5)对应纹理的正中心。默认值为(0,0),即左下角。
</p>
<h3>[property:boolean matrixAutoUpdate]</h3>
<p>
Whether to update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
[page:Texture.rotation .rotation], and [page:Texture.center .center]. True by default.
Set this to false if you are specifying the uv-transform matrix directly.
The uv-transform matrix for the texture. Updated by the renderer from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
[page:Texture.rotation .rotation], and [page:Texture.center .center] when the texture's [page:Texture.matrixAutoUpdate .matrixAutoUpdate] property is true.
When [page:Texture.matrixAutoUpdate .matrixAutoUpdate] property is false, this matrix may be set manually.
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true
and then the texture is used).
一个回调函数,在纹理被更新后调用。
(例如,当needsUpdate被设为true且纹理被使用。)
</p>
<h3>[property:Boolean needsUpdate]</h3>
<p>
Set this to *true* to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
将其设置为*true*,以便在下次使用纹理时触发一次更新。
这对于设置包裹模式尤其重要。
</p>
<h2>Methods</h2>
<h2>方法</h2>
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null updateMatrix]()</h3>
<p>
Update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
[page:Texture.rotation .rotation], and [page:Texture.center .center].
Creates a texture for use with a video texture.<br/><br/>
创建一个使用视频来作为贴图的纹理对象。<br/><br/>
This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
请参阅[page:Textures type constants](类型常量)来了解其他选项。<br/>
[page:Number 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 [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br/><br/>