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    Interface ITexture<TE>

    interface ITexture<TE extends ITextureEventMap = ITextureEventMap> {
        _target?: IRenderTarget;
        appliedObjects?: Set<
            | IMaterial<IMaterialEventMap>
            | IObject3D<
                IObject3DEventMap,
                undefined
                | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
                undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
            >,
        >;
        assetType?: "texture";
        is3DDataTexture?: boolean;
        isCanvasTexture?: boolean;
        isCompressedTexture?: boolean;
        isCubeTexture?: boolean;
        isDataTexture?: boolean;
        isTexture: true;
        isVideoTexture?: boolean;
        source: Source & {
            _canSerialize?: boolean;
            _sourceImgBuffer?: ArrayBuffer | Uint8Array<ArrayBufferLike>;
        };
        uiConfig?: UiObjectConfig<any, string, any>;
        userData: ITextureUserData;
        setDirty(): void;
    }

    Type Parameters

    Hierarchy

    Index

    Properties

    _target?: IRenderTarget
    appliedObjects?: Set<
        | IMaterial<IMaterialEventMap>
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >,
    >

    Objects/Materials in the scene that are using this texture. This is set in the Object3DManager when the objects are added/removed from the scene. Do not modify this set directly.

    assetType?: "texture"
    is3DDataTexture?: boolean
    isCanvasTexture?: boolean
    isCompressedTexture?: boolean
    isCubeTexture?: boolean
    isDataTexture?: boolean
    isTexture: true

    Read-only flag to check if a given object is of type Texture.

    This is a constant value

    true

    isVideoTexture?: boolean
    source: Source & {
        _canSerialize?: boolean;
        _sourceImgBuffer?: ArrayBuffer | Uint8Array<ArrayBufferLike>;
    }

    The data definition of a texture. A reference to the data source can be shared across textures. This is often useful in context of spritesheets where multiple textures render the same data but with different Texture transformations.

    uiConfig?: UiObjectConfig<any, string, any>

    An object that can be used to store custom data about the texture.

    It should not hold references to functions as these will not be cloned.

    {}

    Methods