SharedStageTexture の新しいインスタンスを生成します。
The number of samples taken along the axis through the pixel that has the highest density of texels.
Readonly
appThe point around which rotation occurs.
Lets you select the uv attribute to map the texture to. 0
for uv
, 1
for uv1
, 2
for uv2
and 3
for
uv3
.
The Textures | {@link Texture constants} page for details of other color spaces.
Textures containing color data should be annotated with SRGBColorSpace THREE.SRGBColorSpace or LinearSRGBColorSpace THREE.LinearSRGBColorSpace.
If set to true
, the texture is flipped along the vertical axis when uploaded to the GPU.
Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See THREE.ImageBitmapLoader | ImageBitmapLoader.
These define how elements of a 2D texture, or texels, are read by shaders.
All Texture types except THREE.DepthTexture and THREE.CompressedPixelFormat expect the values be THREE.PixelFormat
Whether to generate mipmaps, (if possible) for a texture.
Readonly
idUnique number for this Texture instance.
The GPU Pixel Format allows the developer to specify how the data is going to be stored on the GPU.
Indicates if a texture should be handled like a texture array.
Indicates whether a texture belongs to a render target or not
Readonly
isRead-only flag to check if a given object is of type Texture.
How the Texture is sampled when a texel covers more than one pixel.
How the image is applied to the object.
The uv-transform matrix for the texture.
When .matrixAutoUpdate property is true
.
Will be updated by the renderer from the properties:
Whether is to update the texture's uv-transform .matrix.
How the Texture is sampled when a texel covers less than one pixel.
Array of user-specified mipmaps
Optional name of the object
How much a single repetition of the texture is offset from the beginning, in each direction U and V.
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
Indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
If set to true
, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU.
Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See THREE.ImageBitmapLoader | ImageBitmapLoader.
How many times the texture is repeated across the surface, in each direction U and V.
How much the texture is rotated around the center point, in radians.
The data definition of a texture. A reference to the data source can be shared across textures. This is often useful in context of spritesheets where multiple textures render the same data but with different Texture transformations.
This must correspond to the .format.
Specifies the alignment requirements for the start of each pixel row in memory.
The allowable values are:
1
(byte-alignment)2
(rows aligned to even-numbered bytes)4
(word-alignment)8
(rows start on double-word boundaries).glPixelStorei for more information.
This can be used to only update a subregion or specific rows of the texture (for example, just the
first 3 rows). Use the addUpdateRange()
function to add ranges to this array.
An object that can be used to store custom data about the texture.
UUID of this object instance.
This starts at 0
and counts how many times .needsUpdate is set to true
.
This defines how the Texture is wrapped horizontally and corresponds to U in UV mapping.
for WEBGL1 - tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL1, not three.js. WEBGL2 does not have this limitation.
This defines how the Texture is wrapped vertically and corresponds to V in UV mapping.
for WEBGL1 - tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL1, not three.js. WEBGL2 does not have this limitation.
Static
DEFAULT_The Global default value for .anisotropy.
Static
DEFAULT_The Global default value for Texture.image | .image.
Static
DEFAULT_The Global default value for .mapping.
The depth of the texture in pixels.
The height of the texture in pixels.
Set this to true
to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
The width of the texture in pixels.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Adds a range of data in the data texture to be updated on the GPU.
Position at which to start update.
The number of components to update.
Clears the update ranges.
Make copy of the texture. Note this is not a "deep copy", the image is shared. Cloning the texture automatically marks it for texture upload.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
共有テクスチャ用のPixi.jsインスタンスを初期化する
テクスチャの幅 単位ビクセル pow2であることを推奨
テクスチャの高さ 単位ビクセル pow2であることを推奨
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
テクスチャの更新を宣言する
この関数が呼び出されると、次のフレームのレンダリング時にテクスチャが更新される。
Sets this texture's properties based on values
.
A container with texture parameters.
Convert the texture to three.js JSON Object/Scene format.
Optional
meta: string | {}Optional object containing metadata.
SharedStageTexture クラスは、SharedStageBillboard および SharedStagePlaneMesh クラスで使用される単一の共有 Canvas および Texture を管理します。 PixiJS Application インスタンスを持ち、その Canvas を Three.js の Texture として使用します。
概要
SharedStage クラス群で使用される共有テクスチャです。 各 SharedStage クラスインスタンスは、この単一のテクスチャを参照し、UV座標を調整して画像を表示します。
MultiView クラス群との比較
MultiView クラス群が各インスタンスごとに独立した CanvasTexture を持つことに対し、 SharedStageTexture は複数の SharedStage クラスインスタンス間で共有される単一のテクスチャを提供します。 これにより、ドローコール数の削減に貢献しますが、テクスチャ全体のサイズに限界があります。
注意点
デフォルトでは、テクスチャは自動更新されません。 テクスチャを共有する Billboard または PlaneMesh が責任を持って、
setNeedUpdate
関数を呼び出してテクスチャの更新を宣言する必要があります。