Creates a texture based on data in compressed form, for example from a DDS file.
For use with the CompressedTextureLoader.
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 v3d.UnsignedByteType.
See type constants for other choices.
mapping — How the image is applied to the object. An object type of v3d.UVMapping.
See mapping constants for other choices.
wrapS — The default is v3d.ClampToEdgeWrapping.
See wrap mode constants for other choices.
wrapT — The default is v3d.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 v3d.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 v3d.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.
False by default. Flipping textures does not work for compressed textures.
False by default. Mipmaps can't be generated for compressed textures
Read-only flag to check if a given object is of type CompressedTexture.
See the base Texture class for common methods.
For more info on how to obtain the source code of this module see this page.