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CubeTexture.html
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CubeTexture.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Texture] →
<h1>[name]</h1>
<p class="desc">Creates a cube texture made up of six images.</p>
<h2>Code Example</h2>
<code>
const loader = new THREE.CubeTextureLoader();
loader.setPath( 'textures/cube/pisa/' );
const textureCube = loader.load( [
'px.png', 'nx.png',
'py.png', 'ny.png',
'pz.png', 'nz.png'
] );
const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
</code>
<h2>Constructor</h2>
<h3>
[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )
</h3>
<p>
CubeTexture is almost equivalent in functionality and usage to
[page:Texture]. The only differences are that the images are an array of 6
images as opposed to a single image, and the mapping options are
[page:Textures THREE.CubeReflectionMapping] (default) or [page:Textures THREE.CubeRefractionMapping]
</p>
<h2>Properties</h2>
<p>See the base [page:Texture Texture] class for common properties.</p>
<h3>[property:Boolean flipY]</h3>
<p>
If set to `true`, the texture is flipped along the vertical axis when
uploaded to the GPU. Default is `false`.
</p>
<h3>[property:Boolean isCubeTexture]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h2>Methods</h2>
<p>See the base [page:Texture Texture] class for common methods.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>