[page:Texture] →

[name]

Creates an array of textures directly from raw data, width and height and depth.

Constructor

[name]( data, width, height, depth )

The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView]. The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are initially set to false.

The interpretation of the data depends on type and format: If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data. If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity).
For the packed types, THREE.UnsignedShort4444Type and THREE.UnsignedShort5551Type all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.

Code Example

This creates a [name] where each texture has a different color.

// create a buffer with color data const width = 512; const height = 512; const depth = 100; const size = width * height; const data = new Uint8Array( 4 * size * depth ); for ( let i = 0; i < depth; i ++ ) { const color = new THREE.Color( Math.random(), Math.random(), Math.random() ); const r = Math.floor( color.r * 255 ); const g = Math.floor( color.g * 255 ); const b = Math.floor( color.b * 255 ); for ( let j = 0; j < size; j ++ ) { const stride = ( i * size + j ) * 4; data[ stride ] = r; data[ stride + 1 ] = g; data[ stride + 2 ] = b; data[ stride + 3 ] = 255; } } // used the buffer to create a [name] const texture = new THREE.DataArrayTexture( data, width, height, depth ); texture.needsUpdate = true;

Examples

[example:webgl_texture2darray WebGL / texture2darray]
[example:webgl_rendertarget_texture2darray WebGL / rendertarget / texture2darray]

Properties

See the base [page:Texture Texture] class for common properties.

[property:Boolean flipY]

Whether the texture is flipped along the Y axis when uploaded to the GPU. Default is `false`.

[property:Boolean generateMipmaps]

Whether to generate mipmaps (if possible) for the texture. Default is `false`.

[property:Object image]

Overridden with a object holding data, width, height, and depth.

[property:Boolean isDataArrayTexture]

Read-only flag to check if a given object is of type [name].

[property:number magFilter]

How the texture is sampled when a texel covers more than one pixel. The default is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.

See the [page:Textures texture constants] page for details.

[property:number minFilter]

How the texture is sampled when a texel covers less than one pixel. The default is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.

See the [page:Textures texture constants] page for details.

[property:number unpackAlignment]

`1` by default. 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), and 8 (rows start on double-word boundaries). See [link:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei] for more information.

[property:number wrapR]

This defines how the texture is wrapped in the depth direction.
The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels. The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping]. See the [page:Textures texture constants] page for details.

[property:Set layerUpdates]

A set of all layers which need to be updated in the texture. See [Page:DataArrayTexture.addLayerUpdate addLayerUpdate].

Methods

[method:addLayerUpdate addLayerUpdate]( layerIndex )

Describes that a specific layer of the texture needs to be updated. Normally when [page:Texture.needsUpdate needsUpdate] is set to true, the entire compressed texture array is sent to the GPU. Marking specific layers will only transmit subsets of all mipmaps associated with a specific depth in the array which is often much more performant.

[method:clearLayerUpdates clearLayerUpdates]()

Resets the layer updates registry. See [Page:DataArrayTexture.addLayerUpdate addLayerUpdate].

See the base [page:Texture Texture] class for common methods.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]