CompressedTexture constructor

CompressedTexture([
  1. dynamic mipmaps,
  2. int width = 1,
  3. int height = 1,
  4. int? format,
  5. int? type,
  6. int? mapping,
  7. int? wrapS,
  8. int? wrapT,
  9. int? magFilter,
  10. int? minFilter,
  11. int? anisotropy,
  12. int? encoding,
])

mipmaps -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.

width - The width of the biggest mipmap.

height - The height of the biggest mipmap.

format - The format used in the mipmaps. See ST3C Compressed Texture Formats, PVRTC Compressed Texture Formats and ETC Compressed Texture Format for other choices.

type - Default is UnsignedByteType. See constants for other choices. mapping - How the image is applied to the object. An object type of UVMapping. See mapping constants for other choices.

wrapS -- The default is ClampToEdgeWrapping. See wrap mode constants for other choices.

wrapT - The default is ClampToEdgeWrapping. See wrap mode constants for other choices.

magFilter - How the texture is sampled when a texel covers more than one pixel. The default is LinearFilter. See magnification filter constants for other choices.

minFilter - How the texture is sampled when a texel covers less than one pixel. The default is LinearMipmapLinearFilter. See minification filter constants for other choices.

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 renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.

encoding - The default is NoColorSpace. See color space constants for other choices.

Implementation

CompressedTexture([
  mipmaps,
  int width = 1,
  int height = 1,
  int? format,
  int? type,
  int? mapping,
  int? wrapS,
  int? wrapT,
  int? magFilter,
  int? minFilter,
  int? anisotropy,
  int? encoding
]):super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  // this.image = ImageDataInfo(null, width, height, null);
  isCompressedTexture = true;
  console.info(" CompressedTexture todo ============ ");

  image = ImageElement(width: width, height: height);

  this.mipmaps = mipmaps;

  // no flipping for cube textures
  // (also flipping doesn't work for compressed textures )

  flipY = false;

  // can't generate mipmaps for compressed textures
  // mips must be embedded in DDS files

  generateMipmaps = false;
}