[page:Texture] →
[name]
Creates a texture based on data in compressed form, for example from a
DDS file.
For use with the [page:CompressedTextureLoader CompressedTextureLoader].
Constructor
[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )
[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.
[page:Number width] -- The width of the biggest mipmap.
[page:Number height] -- The height of the biggest mipmap.
[page:Constant format] -- The format used in the mipmaps.
See [page:Textures ST3C Compressed Texture Formats],
[page:Textures PVRTC Compressed Texture Formats] and
[page:Textures ETC Compressed Texture Format] for other choices.
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.
[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.
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.
[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.
[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.
[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 renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
Properties
See the base [page:Texture Texture] class for common properties.
[property:boolean flipY]
False by default. Flipping textures does not work for compressed textures.
[property:boolean generateMipmaps]
False by default. Mipmaps can't be generated for compressed textures
Methods
Source
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]