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/>
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/>
[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
以实现所期望的平铺效果。
tiling effect. _Note:_ The repeat property is a convenience modifier and only affects
请注意:这一属性是一个非常方便的修改器,仅仅影响纹理对模型上第一组UV的应用。
the Texture's application to the first set of UVs on a model. If the Texture is used as a map requiring
如果该纹理被用于需要额外的UV集的贴图(例如一些成品材质中的aoMap或lightMap),
additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
这些UV必须被手动调整来实现所期望的重复。
assigned to achieve the desired repetiton.
</p>
</p>
<h3>[property:number rotation]</h3>
<h3>[property:number rotation]</h3>
<p>
<p>
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>
</p>
<h3>[property:Vector2 center]</h3>
<h3>[property:Vector2 center]</h3>
<p>
<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>
</p>
<h3>[property:boolean matrixAutoUpdate]</h3>
<h3>[property:boolean matrixAutoUpdate]</h3>
<p>
<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.
默认值为true。
Set this to false if you are specifying the uv-transform matrix directly.
如果你要直接指定纹理的变换矩阵,请将其设为false。
</p>
</p>
<h3>[property:Matrix3 matrix]</h3>
<h3>[property:Matrix3 matrix]</h3>
<p>
<p>
The uv-transform matrix for the texture. Updated by the renderer from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
纹理的UV变换矩阵。
[page:Texture.rotation .rotation], and [page:Texture.center .center] when the texture's [page:Texture.matrixAutoUpdate .matrixAutoUpdate] property is true.
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true
一个回调函数,在纹理被更新后调用。
and then the texture is used).
(例如,当needsUpdate被设为true且纹理被使用。)
</p>
</p>
<h3>[property:Boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<p>
<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>
</p>
<h2>Methods</h2>
<h2>方法</h2>
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null updateMatrix]()</h3>
<h3>[method:null updateMatrix]()</h3>
<p>
<p>
Update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
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.
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/>