[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
</p>
<h3>[property:array holes]</h3>
<h3>[property:Array holes]</h3>
<p>An array of [page:Path paths] that define the holes in the shape.</p>
as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
</p>
<h3>[property:array mipmaps]</h3>
<h3>[property:Array mipmaps]</h3>
<p>
Array of user-specified mipmaps (optional).
</p>
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@@ -166,7 +166,7 @@
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.
</p>
<h3>[property:boolean matrixAutoUpdate]</h3>
<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.
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@@ -181,13 +181,13 @@
Default is the identity matrix.
</p>
<h3>[property:boolean generateMipmaps]</h3>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are
creating mipmaps manually.
</p>
<h3>[property:boolean premultiplyAlpha]</h3>
<h3>[property:Boolean premultiplyAlpha]</h3>
<p>
If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br/><br/>
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@@ -195,7 +195,7 @@
You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
</p>
<h3>[property:boolean flipY]</h3>
<h3>[property:Boolean flipY]</h3>
<p>
If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br/><br/>
If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br/><br/>
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@@ -194,7 +194,7 @@
You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
</p>
<h3>[property:boolean flipY]</h3>
<h3>[property:Boolean flipY]</h3>
<p>
If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br/><br/>
<p>A [page:WeakMap] which holds animation stuffs used in helper for objects added to helper. For example, you can access [page:AnimationMixer] for an added [page:SkinnedMesh] with "helper.objects.get( mesh ).mixer"</p>
<h3>[property:function onBeforePhysics]</h3>
<h3>[property:Function onBeforePhysics]</h3>
<p>An optional callback that is executed immediately before the physicis calculation for an [page:SkinnedMesh]. This function is called with the [page:SkinnedMesh].</p>
<h2>Methods</h2>
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@@ -121,9 +121,9 @@
If camera/audio has already been added, it'll be replaced with a new one.
[page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.<br/>
</p>
<p>
Parse a glTF-based ArrayBuffer or <em>JSON</em> String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].
Parse a glTF-based ArrayBuffer or <em>JSON</em> String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:Object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].