forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathImageBitmapLoader.html
105 lines (80 loc) · 3.54 KB
/
ImageBitmapLoader.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<div class="desc">
A loader for loading an [page:Image] as an [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap]. An ImageBitmap provides an asynchronous and resource efficient pathway to prepare textures for rendering in WebGL.
</div>
<h2>Example</h2>
<div>
[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]
</div>
<code>
// instantiate a loader
var loader = new THREE.ImageBitmapLoader();
// load a image resource
loader.load(
// resource URL
'textures/skyboxsun25degtest.png',
// onLoad callback
function ( imageBitmap ) {
var texture = new THREE.CanvasTexture( imageBitmap );
var material = new THREE.MeshBasicMaterial( { map: texture } );
},
// onProgress callback currently not supported
undefined,
// onError callback
function ( err ) {
console.log( 'An error happened' );
}
);
</code>
<h2>Constructor</h2>
<h3>[name]( [page:LoadingManager manager] )</h3>
<div>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
Creates a new [name].
</div>
<h2>Properties</h2>
<h3>[property:LoadingManager manager]</h3>
<div>
The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
</div>
<h3>[property:String options]</h3>
<div>An optional object that sets options for the internally used [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] factory method. Default is *undefined*.</div>
<h3>[property:String path]</h3>
<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Image image].<br />
[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
[page:Function onError] — Will be called when load errors.<br />
</div>
<div>
Begin loading from url and return the [page:ImageBitmap image] object that will contain the data.
</div>
<h3>[method:ImageBitmapLoader setCrossOrigin]()</h3>
<div>This method exists for compatibility reasons and implements no logic. It ensures that [name] has a similar interface like [page:ImageLoader].</div>
<h3>[method:ImageBitmapLoader setOptions]( [page:Object options] )</h3>
<div>
Sets the options object for [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
</div>
<h3>[method:ImageBitmapLoader setPath]( [page:String path] )</h3>
<div>
Sets the base path or URL from which to load files. This can be useful if
you are loading many images from the same directory.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>