How to use the Texture function from three

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

three.Texture is a class in the Three.js library that represents an image or video texture that can be applied to a 3D object.

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config.flat_shading = typeof (config.flat_shading) !== 'undefined' ? config.flat_shading : true;
config.opacity = typeof (config.opacity) !== 'undefined' ? config.opacity : 1.0;

const modelMatrix = new THREE.Matrix4();
const MaterialConstructor = config.wireframe ? THREE.MeshBasicMaterial : THREE.MeshPhongMaterial;
const texture = new THREE.Texture();
const textureImage = config.texture;
const textureFileFormat = config.texture_file_format;
const colors = (config.colors && config.colors.data) || null;
const colorRange = config.color_range;
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static createFillTexture(color = '#000000', width = 1, height = 1) {
    const canvas = CanvasUtils.createOffscreenCanvas(width, height);
    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;
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How does three.Texture work?

three.Texture is a class in the Three.js library that represents an image or video that can be mapped onto the surface of a 3D object in a Three.js scene. The three.Texture object contains properties and methods that allow for the manipulation and use of the texture in a 3D scene, such as the image source, size, and filtering properties.

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ctx.textBaseline = 'top'

const txt = entity.username
ctx.fillText(txt, 100, 0)

const tex = new THREE.Texture(canvas)
tex.needsUpdate = true
const spriteMat = new THREE.SpriteMaterial({ map: tex })
const sprite = new THREE.Sprite(spriteMat)
sprite.position.y += entity.height + 0.6
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this.blendPass = new BlendPass();

this.blurPass = new FullBoxBlurPass(2);
this.params.tDepth = new THREE.Texture()
this.params.isPacked = false
this.params.onlyOcclusion = false

this.params.blurAmount = 1;
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Ai Example

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const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("textures/wood.jpg");

In this example, a new TextureLoader instance is created, and the load() method is called with the URL of the image file to be used as the texture. The resulting Texture object can then be assigned to the map property of a material or used in other ways in the Three.js scene.

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    internal.canvasdata.data[i*4+2]=i;
    internal.canvasdata.data[i*4+3]=i;
}
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;
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    ];

var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
reflectionCube.format = THREE.RGBFormat;

var refractionCube = new THREE.Texture( reflectionCube.image, new THREE.CubeRefractionMapping() );
refractionCube.format = THREE.RGBFormat;

var r = 10;
var sphereGeo = new THREE.SphereGeometry(r, 50, 50);
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this.line = new THREE.Line(this.lineGeometry, lineMaterial);

/* the label */

labelCanvas = utils.createLabel(text, 18, opts.labelColor, opts.font);
labelTexture = new THREE.Texture(labelCanvas);
labelTexture.needsUpdate = true;

labelMaterial = new THREE.SpriteMaterial({
   map : labelTexture,
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// special imposter image contains:
// 1 - colorizable sphere image in red channel
// 2 - specular highlight in green channel
// 3 - depth offset in blue channel (currently unused)
const image = document.createElement("img");
const sphereImg = new THREE.Texture(image);
image.onload = function onload() {
  sphereImg.needsUpdate = true;
};
image.src = this.nodeParticleTexture;
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+ 3 other calls in file

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// text color
context.fillStyle = "rgba(255, 255, 255, 1.0)";
context.fillText(text, borderThickness, fontSize + borderThickness);

// canvas contents will be used for a texture
let texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
let spriteMaterial = new THREE.SpriteMaterial({
    map: texture,
    transparent: true,
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        return Math.max(longest, height, metric.width);
    }, 0);
}


function getSprite(canvas, object, index, size, config) {
    const texture = new THREE.Texture(canvas);
    const material = new THREE.SpriteMaterial({map: texture});
    const sprite = new THREE.Sprite(material);
    const modelMatrix = new THREE.Matrix4();

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if ( loader.isImageBitmapLoader === true ) {

    onLoad = function ( imageBitmap ) {

        const texture = new THREE.Texture( imageBitmap );
        texture.needsUpdate = true;
        resolve( texture );

    };
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camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000)
controls = new OrbitControls(camera, canvas)

scene.background = new THREE.Texture

resetCamera(30)
updateLights()
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const groundTexture = useRef(null)

const load = () => imageLoader.load(
  'data/shot-generator/grid_floor.png',
  image => {
    groundTexture.current = new THREE.Texture()
    groundTexture.current.image = image
    groundTexture.current.needsUpdate = true
    setLoaded(true)
  }
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  grad.addColorStop(1.0, 'rgba(255, 255, 255, 0)');
  ctx.fillStyle = grad;
  ctx.arc(100, 100, 100, 0, Math.PI / 180, true);
  ctx.fill();

  texture = new THREE.Texture(canvas);
  texture.minFilter = THREE.NearestFilter;
  texture.needsUpdate = true;
  return texture;
};
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  fov: 45,
  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)
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class TextureLoader extends three.Loader {
    constructor(manager) {
        super(manager);
    }
    load(url, onLoad, onProgress, onError) {
        const texture = new three.Texture();
        const loader = new ImageLoader(this.manager);
        loader.setCrossOrigin(this.crossOrigin);
        loader.setPath(this.path);
        loader.load(url, function (image) {
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    }
    return this.defaultSampler;
}
getDefaultTexture() {
    if (this.defaultTexture === null) {
        const texture = new three_1.Texture();
        texture.minFilter = three_1.NearestFilter;
        texture.magFilter = three_1.NearestFilter;
        this._uploadTexture(texture);
        this.defaultTexture = this.getTextureGPU(texture);
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+ 5 other calls in file

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var textureCube = THREE.ImageUtils.loadTextureCube(urls, THREE.CubeRefractionMapping);
var reflectionCube = THREE.ImageUtils.loadTextureCube(urls);
reflectionCube.format = THREE.RGBFormat;

var refractionCube = new THREE.Texture(reflectionCube.image, THREE.CubeRefractionMapping);
reflectionCube.format = THREE.RGBFormat;

return {
  none: null,
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VoxelEditTool.prototype.updateCursor = function () {

  if (this.activeBrush.type === 'mechanicalCell') {
    this.cursor.shaderMode();
    this.cursor.mesh.material.uniforms.image.value = new THREE.Texture(this.activeBrush.textureIcon);
    this.cursor.mesh.material.uniforms.image.value.needsUpdate = true;
    return;
  }
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  35675: THREE.Matrix3,
  35676: THREE.Matrix4,
  35664: THREE.Vector2,
  35665: THREE.Vector3,
  35666: THREE.Vector4,
  35678: THREE.Texture
};
var WEBGL_COMPONENT_TYPES = {
  5120: Int8Array,
  5121: Uint8Array,
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