How to use the LinearFilter function from three

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

three.LinearFilter is a type of texture filtering used in Three.js that takes the four nearest texels and linearly interpolates between them to determine the pixel color.

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image.onload = function () {
    material.map = texture;
    texture.image = image;
    texture.flipY = false;
    texture.minFilter = THREE.LinearFilter;
    texture.needsUpdate = true;
    material.needsUpdate = true;
    finish();
};
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texture.format = THREE.RedFormat;
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;
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How does three.LinearFilter work?

three.LinearFilter is a type of texture filtering method used in three.js, where texels (texture pixels) are interpolated using linear interpolation to determine the color of the pixel at the sampling point, producing a smooth texture image. This filtering method is optimized for textures that are displayed smaller or larger than their actual size.

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    THREE.RedFormat,
    THREE.UnsignedByteType,
);
jitterTexture.minFilter = THREE.LinearFilter;
jitterTexture.magFilter = THREE.LinearFilter;
jitterTexture.wrapS = THREE.MirroredRepeatWrapping;
jitterTexture.wrapT = THREE.MirroredRepeatWrapping;
jitterTexture.generateMipmaps = false;
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const context = canvas.getContext('2d');
context.fillStyle = color;
context.fillRect(0, 0, width, height);
const texture = new three.Texture(canvas);
texture.format = three.RGBAFormat;
texture.magFilter = three.LinearFilter;
texture.minFilter = three.LinearFilter;
texture.generateMipmaps = false;
texture.needsUpdate = true;
return texture;
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Ai Example

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// create a texture object and load an image
const texture = new THREE.TextureLoader().load("texture.jpg");

// set the magnification filter to linear interpolation
texture.magFilter = THREE.LinearFilter;

In this example, THREE.LinearFilter is assigned to the magFilter property of the texture object to specify that linear interpolation should be used when magnifying the texture.

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internal.canvasdata.data[3]=0.0; //background transparent
internal.canvas.getContext("2d").putImageData(internal.canvasdata,0,0);
internal.cmtexture = new THREE.Texture(internal.canvas);
internal.cmtexture.flipY=false;
internal.cmtexture.needsUpdate = true;
internal.cmtexture.minFilter = internal.cmtexture.magFilter = THREE.LinearFilter;


            
// Material Properties
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    fragmentShader: fxaaShader.fragment
});

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;
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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)
var capMat = material(tex, nrm, reflectionCube, 0.0)
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var THREE = require("three"),
    Sprite = THREE.Sprite,
    SpriteMaterial = THREE.SpriteMaterial,
    CanvasTexture = THREE.CanvasTexture,
    sRGBEncoding = THREE.sRGBEncoding,
    LinearFilter = THREE.LinearFilter;


class Canvas2D extends Sprite {
    constructor(width, height) {
        const renderer = new Tiny.CanvasRenderer(width, height, { transparent: true });
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var samplers = json.samplers || {};
var sampler = samplers[textureDef.sampler] || {};

texture.magFilter =
  WEBGL_FILTERS[sampler.magFilter] || THREE.LinearFilter;
texture.minFilter =
  WEBGL_FILTERS[sampler.minFilter] || THREE.LinearMipmapLinearFilter;
texture.wrapS =
  WEBGL_WRAPPINGS[sampler.wrapS] || THREE.RepeatWrapping;
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  near: 0.0001,
  position: new THREE.Vector3(0, 0, -0.1)
})

var texture = new THREE.Texture()
texture.minFilter = THREE.LinearFilter
texture.generateMipmap = false

// transparent canvas to start (white)
var canvas = document.createElement('canvas')
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texture.flipY = false;
if ( textureDef.name ) texture.name = textureDef.name;
const samplers = json.samplers || {};
const sampler = samplers[ textureDef.sampler ] || {};
texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || THREE.LinearFilter;
texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.LinearMipmapLinearFilter;
texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || THREE.RepeatWrapping;
texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || THREE.RepeatWrapping;
parser.associations.set( texture, {
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texture.flipY = false;
if (textureDef.name)
    texture.name = textureDef.name;
const samplers = json.samplers || {};
const sampler = samplers[textureDef.sampler] || {};
texture.magFilter = WEBGL_FILTERS[sampler.magFilter] || three.LinearFilter;
texture.minFilter = WEBGL_FILTERS[sampler.minFilter] || three.LinearMipmapLinearFilter;
texture.wrapS = WEBGL_WRAPPINGS[sampler.wrapS] || three.RepeatWrapping;
texture.wrapT = WEBGL_WRAPPINGS[sampler.wrapT] || three.RepeatWrapping;
parser.associations.set(texture, { textures: textureIndex });
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  'posy.jpg',
  'negy.jpg',
  'posz.jpg',
  'negz.jpg',
]);
textureCube.minFilter = THREE.LinearFilter;

this.material = new THREE.MeshStandardMaterial({
  roughness: 0.8,
  metalness: 1,
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this.worldGrid = worldGrid;

this.cubeCamera = new THREE.CubeCamera(1, 1000, 128);
this.cubeCamera.renderTarget.texture.generateMipmaps = true;
this.cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
// this.cubeCamera.renderTarget.texture.magFilter = THREE.LinearFilter;
this.cubeCamera.renderTarget.texture.mapping = THREE.CubeReflectionMapping;
this.scene.add(this.cubeCamera);

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var loader = new THREE.TextureLoader();

loader.load('images/displace.jpg',(texture)=> {
  let textureDisplacement = texture;
  textureDisplacement.minFilter = textureDisplacement.magFilter = THREE.LinearFilter;
  textureDisplacement.wrapS = textureDisplacement.wrapT = THREE.RepeatWrapping;
  this.displacementPass.params.uDisplacement = textureDisplacement;
});
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const { mipmaps, width, height, format, type, error, dfdTransferFn, dfdFlags } = transcodeResult;
if (type === 'error')
    return Promise.reject(error);
const texture = new three_1.CompressedTexture(mipmaps, width, height, format, three_1.UnsignedByteType);
texture.minFilter = mipmaps.length === 1 ? three_1.LinearFilter : three_1.LinearMipmapLinearFilter;
texture.magFilter = three_1.LinearFilter;
texture.generateMipmaps = false;
texture.needsUpdate = true;
texture.encoding = dfdTransferFn === KTX2TransferSRGB ? three_1.sRGBEncoding : three_1.LinearEncoding;
texture.premultiplyAlpha = !!(dfdFlags & KTX2_ALPHA_PREMULTIPLIED);
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texture.image.data = data;
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;
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}]).then(ready);




function ready() {
  const tex = assets.get('tex-id');
  tex.minFilter = THREE.LinearFilter;


  const audioBuffer = assets.get('audio-boing');
  // a global audio source
  const audioListener = new THREE.AudioListener();
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_texture.type = texture.type !== undefined ? WEBGL_TEXTURE_DATATYPES[texture.type] : THREE.UnsignedByteType;

if (texture.sampler) {
  var sampler = json.samplers[texture.sampler];
  _texture.magFilter = WEBGL_FILTERS[sampler.magFilter] || THREE.LinearFilter;
  _texture.minFilter = WEBGL_FILTERS[sampler.minFilter] || THREE.NearestMipmapLinearFilter;
  _texture.wrapS = WEBGL_WRAPPINGS[sampler.wrapS] || THREE.RepeatWrapping;
  _texture.wrapT = WEBGL_WRAPPINGS[sampler.wrapT] || THREE.RepeatWrapping;
}
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this.width = viewerDiv.clientWidth;
this.height = viewerDiv.clientHeight;
this.positionBuffer = null;
this._nextThreejsLayer = 1;
this.fullSizeRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
this.fullSizeRenderTarget.texture.minFilter = THREE.LinearFilter;
this.fullSizeRenderTarget.texture.magFilter = THREE.NearestFilter;
this.fullSizeRenderTarget.depthBuffer = true;
this.fullSizeRenderTarget.depthTexture = new THREE.DepthTexture();
this.fullSizeRenderTarget.depthTexture.type = THREE.UnsignedShortType;
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