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import { Texture } from './Texture.js';
/**
* Creates a texture from a canvas element.
*
* This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
* to `true` immediately since a canvas can directly be used for rendering.
*
* @augments Texture
*/
class CanvasTexture extends Texture {
/**
* Constructs a new texture.
*
* @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
*/
constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCanvasTexture = true;
this.needsUpdate = true;
}
}
export { CanvasTexture };

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