CompressedTexture constructor
mipmaps -- The mipmaps array should contain objects with
data, width and height. The mipmaps should be of the correct format and
type.
width - The width of the biggest mipmap.
height - The height of the biggest mipmap.
format - The format used in the mipmaps. See
ST3C Compressed Texture Formats, PVRTC Compressed Texture Formats
and ETC Compressed Texture Format for other choices.
type - Default is UnsignedByteType.
See constants for other choices.
mapping - How the image is applied to the object. An
object type of UVMapping. See mapping constants for other choices.
wrapS -- The default is ClampToEdgeWrapping.
See wrap mode constants for
other choices.
wrapT - The default is ClampToEdgeWrapping.
See wrap mode constants for
other choices.
magFilter - How the texture is sampled when a texel
covers more than one pixel. The default is LinearFilter.
See magnification filter constants
for other choices.
minFilter - How the texture is sampled when a texel
covers less than one pixel. The default is LinearMipmapLinearFilter.
See minification filter constants for other choices.
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.
colorSpace - The default is NoColorSpace.
See color space constants for other
choices.
Implementation
CompressedTexture([
mipmaps,
int width = 1,
int height = 1,
int? format,
int? type,
int? mapping,
int? wrapS,
int? wrapT,
int? magFilter,
int? minFilter,
int? anisotropy,
String? colorSpace
]):super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace) {
// this.image = ImageDataInfo(null, width, height, null);
isCompressedTexture = true;
console.info(" CompressedTexture todo ============ ");
image = ImageElement(width: width, height: height);
this.mipmaps = mipmaps;
// no flipping for cube textures
// (also flipping doesn't work for compressed textures )
flipY = false;
// can't generate mipmaps for compressed textures
// mips must be embedded in DDS files
generateMipmaps = false;
}