提交 f051461c 编写于 作者: L Lewy Blue 提交者: Mr.doob

Created doc for CanvasTexture (#10015)

上级 ae6b6f6a
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[page:Texture] &rarr;
<h1>[name]</h1>
<div class="desc">
Creates a texture from a canvas element.<br /><br />
This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
</div>
<h2>Constructor</h2>
<h3>[name]( [page:HTMLElement canvas], [page:Constant mapping], [page:Constant wrapS], [page:Constant wrapT], [page:Constant magFilter], [page:Constant minFilter], [page:Constant format], [page:Constant type], [page:Number anisotropy] )</h3>
<div>
[page:HTMLElement canvas] -- The HTML canvas element from which to load the texture. <br />
[page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
See [page:Textures mapping constants] for other choices.<br />
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
The default is [page:Textures THREE.LinearMipMapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
[page:Constant format] -- The format used in the texture.
See [page:Textures format constants] for other choices.<br />
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.<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 />
</div>
<h2>Properties</h2>
<div>
See the base [page:Texture Texture] class for common properties.
</div>
<h3>[property:boolean needsUpdate]</h3>
<div>
True by default. This is required so that the canvas data is loaded.
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<h2>Methods</h2>
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See the base [page:Texture Texture] class for common methods.
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<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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...@@ -198,6 +198,7 @@ var list = { ...@@ -198,6 +198,7 @@ var list = {
], ],
"Textures": [ "Textures": [
[ "CanvasTexture", "api/textures/CanvasTexture" ],
[ "CompressedTexture", "api/textures/CompressedTexture" ], [ "CompressedTexture", "api/textures/CompressedTexture" ],
[ "CubeTexture", "api/textures/CubeTexture" ], [ "CubeTexture", "api/textures/CubeTexture" ],
[ "DataTexture", "api/textures/DataTexture" ], [ "DataTexture", "api/textures/DataTexture" ],
......
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