Texture Constants

Mapping Modes

v3d.UVMapping v3d.CubeReflectionMapping v3d.CubeRefractionMapping v3d.EquirectangularReflectionMapping v3d.EquirectangularRefractionMapping v3d.SphericalReflectionMapping v3d.CubeUVReflectionMapping v3d.CubeUVRefractionMapping

These define the texture's mapping mode.
[page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.

The rest define environment mapping types.

[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube. [page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture].

[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping] are for use with an equirectangular environment map. Also called a lat-long map, an equirectangular texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the vertical axis, with the top and bottom edges of the image corresponding to the north and south poles of a mapped sphere.

[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained by cropping a photograph of a mirrored ball. Sphere maps will be rendered "facing" the camera, irrespective of the position of the camera relative to the cubemapped object or surface.

See the [example:webgl_materials_envmaps materials / envmaps] example.

Wrapping Modes

v3d.RepeatWrapping v3d.ClampToEdgeWrapping v3d.MirroredRepeatWrapping

These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties, which define horizontal and vertical texture wrapping.

With [page:constant RepeatWrapping] the texture will simply repeat to infinity.

[page:constant ClampToEdgeWrapping] is the default. The last pixel of the texture stretches to the edge of the mesh.

With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.

Magnification Filters

v3d.NearestFilter v3d.LinearFilter

For use with a texture's [page:Texture.magFilter magFilter] property, these define the texture magnification function to be used when the pixel being textured maps to an area less than or equal to one texture element (texel).

[page:constant NearestFilter] returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

[page:constant LinearFilter] is the default and returns the weighted average of the four texture elements that are closest to the specified texture coordinates, and can include items wrapped or repeated from other parts of a texture, depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.

Minification Filters

v3d.NearestFilter v3d.NearestMipMapNearestFilter v3d.NearestMipMapLinearFilter v3d.LinearFilter v3d.LinearMipMapNearestFilter v3d.LinearMipMapLinearFilter

For use with a texture's [page:Texture.minFilter minFilter] property, these define the texture minifying function that is used whenever the pixel being textured maps to an area greater than one texture element (texel).

In addition to [page:constant NearestFilter] and [page:constant LinearFilter], the following four functions can be used for minification:

[page:constant NearestMipMapNearestFilter] chooses the mipmap that most closely matches the size of the pixel being textured and uses the [page:constant NearestFilter] criterion (the texel nearest to the center of the pixel) to produce a texture value.

[page:constant NearestMipMapLinearFilter] chooses the two mipmaps that most closely match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

[page:constant LinearMipMapNearestFilter] chooses the mipmap that most closely matches the size of the pixel being textured and uses the [page:constant LinearFilter] criterion (a weighted average of the four texels that are closest to the center of the pixel) to produce a texture value.

[page:constant LinearMipMapLinearFilter] is the default and chooses the two mipmaps that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

See the [example:webgl_materials_texture_filters materials / texture / filters] example.

Types

v3d.UnsignedByteType v3d.ByteType v3d.ShortType v3d.UnsignedShortType v3d.IntType v3d.UnsignedIntType v3d.FloatType v3d.HalfFloatType v3d.UnsignedShort4444Type v3d.UnsignedShort5551Type v3d.UnsignedShort565Type v3d.UnsignedInt248Type

For use with a texture's [page:Texture.type type] property, which must correspond to the correct format. See below for details.

[page:constant UnsignedByteType] is the default.

Formats

v3d.AlphaFormat v3d.RGBFormat v3d.RGBAFormat v3d.LuminanceFormat v3d.LuminanceAlphaFormat v3d.RGBEFormat v3d.DepthFormat v3d.DepthStencilFormat

For use with a texture's [page:Texture.format format] property, these define how elements of a 2d texture, or *texels*, are read by shaders.

[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.

[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.

[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.

[page:constant LuminanceFormat] reads each element as a single luminance component. This is then converted to a floating point, clamped to the range [0,1], and then assembled into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1.0 to the alpha channel.

[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double. The same process occurs as for the [page:constant LuminanceFormat], except that the alpha channel may have values other than *1.0*.

[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].

[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1]. This is the default for [page:DepthTexture DepthTexture].

[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as in [page:constant DepthFormat]. The stencil component is interpreted based on the depth + stencil internal format.

Note that the texture must have the correct [page:Texture.type type] set, as described above. See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.

DDS / ST3C Compressed Texture Formats

v3d.RGB_S3TC_DXT1_Format v3d.RGBA_S3TC_DXT1_Format v3d.RGBA_S3TC_DXT3_Format v3d.RGBA_S3TC_DXT5_Format

For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property, these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc] extension.

There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:
[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.
[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.

PVRTC Compressed Texture Formats

v3d.RGB_PVRTC_4BPPV1_Format v3d.RGB_PVRTC_2BPPV1_Format v3d.RGBA_PVRTC_4BPPV1_Format v3d.RGBA_PVRTC_2BPPV1_Format

For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property, these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc] extension.
PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.

There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:
[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.
[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.
[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.
[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.

ETC Compressed Texture Format

v3d.RGB_ETC1_Format

For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property, these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1] extension.

Encoding

v3d.LinearEncoding v3d.sRGBEncoding v3d.GammaEncoding v3d.RGBEEncoding v3d.LogLuvEncoding v3d.RGBM7Encoding v3d.RGBM16Encoding v3d.RGBDEncoding v3d.BasicDepthPacking v3d.RGBADepthPacking

For use with a Texture's [page:Texture.encoding encoding] property.

If the encoding type is changed after the texture has already been used by a material, you will need to set [page:Material.needsUpdate Material.needsUpdate] to *true* to make the material recompile.

[page:constant LinearEncoding] is the default. Values other than this are only valid for a material's map, envMap and emissiveMap.

[sourceHint]