How to use the ClampToEdgeWrapping function from three

Find comprehensive JavaScript three.ClampToEdgeWrapping code examples handpicked from public code repositorys.

three.ClampToEdgeWrapping is a type of texture wrapping mode that repeats the edge pixels of the texture if the texture coordinates exceed the boundaries.

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texture.type = typedArrayToThree(config.volume.data.constructor);

texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.wrapT = THREE.ClampToEdgeWrapping;
texture.wrapS = THREE.ClampToEdgeWrapping;
texture.needsUpdate = true;

const material = new THREE.ShaderMaterial({
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    texture.magFilter = THREE.NearestFilter;
}

texture.wrapS = THREE.ClampToEdgeWrapping;
texture.wrapT = THREE.ClampToEdgeWrapping;
texture.wrapR = THREE.ClampToEdgeWrapping;
texture.needsUpdate = true;

jitterTexture = new THREE.DataTexture(
    new Uint8Array(_.range(64 * 64).map(() => randomMul * Math.random())),
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How does three.ClampToEdgeWrapping work?

three.ClampToEdgeWrapping is a class in the Three.js library that specifies how textures should be wrapped or repeated when they extend beyond the edges of their container. In the case of three.ClampToEdgeWrapping, the texture is clamped to the edge of the container, meaning that any texels (texture elements) that would fall outside of the container are replaced with the color of the texels along the edge of the container.

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var lookupTexture = THREE.ImageUtils.loadTexture("img/lookup_film.png");
lookupTexture.genMipmaps = false;
lookupTexture.minFilter = THREE.LinearFilter;
lookupTexture.magFilter = THREE.LinearFilter;
lookupTexture.wrapS = THREE.ClampToEdgeWrapping;
lookupTexture.wrapT = THREE.ClampToEdgeWrapping;

var postMaterial = new THREE.ShaderMaterial({
    uniforms: {
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nrm.wrapS = nrm.wrapT = THREE.RepeatWrapping
nrm.minFilter = nrm.magFilter = THREE.LinearFilter
nrm.generateMipmaps = false

var tex = THREE.ImageUtils.loadTexture(matCapUrl) //mcap1, mcap4
tex.wrapS = tex.wrapT = THREE.ClampToEdgeWrapping
tex.minFilter = tex.magFilter = THREE.LinearFilter
tex.generateMipmaps = false

var mat = material(tex, nrm, reflectionCube, 1.0)
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Ai Example

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const texture = new THREE.TextureLoader().load("myTexture.png");
texture.wrapS = THREE.ClampToEdgeWrapping;
texture.wrapT = THREE.ClampToEdgeWrapping;

In this example, ClampToEdgeWrapping is used to specify that the texture should not repeat when the texture coordinates go outside the range of [0, 1]. Instead, the texture should be "clamped" to the edge values, which means that the color of the nearest texel is used.

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texture.image.width = size;
texture.image.height = size * size;
texture.type = three_1.UnsignedByteType;
texture.magFilter = three_1.LinearFilter;
texture.minFilter = three_1.LinearFilter;
texture.wrapS = three_1.ClampToEdgeWrapping;
texture.wrapT = three_1.ClampToEdgeWrapping;
texture.generateMipmaps = false;
texture.needsUpdate = true;
const texture3D = new three_1.Data3DTexture();
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// textures

var tempMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBFormat);
tempMap.minFilter = THREE.NearestFilter;
tempMap.magFilter = THREE.NearestFilter;
tempMap.wrapS = THREE.ClampToEdgeWrapping;
tempMap.wrapT = THREE.ClampToEdgeWrapping;
tempMap.needsUpdate = true;

var occlusionMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBFormat);
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