CompressedTexture constructor
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;
}