mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br/>Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping] or [page:SphericalReflectionMapping THREE.SphericalReflectionMapping]. Describes how the image is applied to the object.<br/>Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
mapping -- How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; THREE.SphericalReflectionMapping, a spherical reflection map projection; and THREE.SphericalRefractionMapping.<br/>
mapping -- How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; and THREE.SphericalReflectionMapping, a spherical reflection map projection.<br/>
wrapS -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br/>
wrapT -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br/>
magFilter -- How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texels.<br/>
format -- The default is THREE.RGBAFormat for the texture. Other formats are: THREE.AlphaFormat, THREE.RGBFormat, THREE.LuminanceFormat, and THREE.LuminanceAlphaFormat. There are also compressed texture formats, if the S3TC extension is supported: THREE.RGB_S3TC_DXT1_Format, THREE.RGBA_S3TC_DXT1_Format, THREE.RGBA_S3TC_DXT3_Format, and THREE.RGBA_S3TC_DXT5_Format.<br/>
type -- The default is THREE.UnsignedByteType. Other valid types (as WebGL allows) are THREE.ByteType, THREE.ShortType, THREE.UnsignedShortType, THREE.IntType, THREE.UnsignedIntType, THREE.FloatType, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type, and THREE.UnsignedShort565Type.<br/>
mapping -- How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; THREE.SphericalReflectionMapping, a spherical reflection map projection; and THREE.SphericalRefractionMapping.<br/>
mapping -- How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; and THREE.SphericalReflectionMapping, a spherical reflection map projection.<br/>
wrapS -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br/>
wrapT -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br/>
magFilter -- How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texel.<br/>
How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; THREE.SphericalReflectionMapping, a spherical reflection map projection; and THREE.SphericalRefractionMapping.
How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; and THREE.SphericalReflectionMapping, a spherical reflection map projection.