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CubeTexture.html
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<!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>
[page:Texture] →
<h1>[name]</h1>
<div class="desc">Creates a cube texture made up of six images.</div>
<h2>Example</h2>
<code>
var loader = new THREE.CubeTextureLoader();
loader.setPath( 'textures/cube/pisa/' );
var textureCube = loader.load( [
'px.png', 'nx.png',
'py.png', 'ny.png',
'pz.png', 'nz.png'
] );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
</code>
<h2>Constructor</h2>
<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
<div>
CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the
images are an array of 6 images as opposed to a single image, and the mapping options are
[page:Textures THREE.CubeReflectionMapping] (default) or [page:Textures THREE.CubeRefractionMapping]
</div>
<h2>Properties</h2>
<h3>See [page:Texture]</h3>
<h2>Methods</h2>
<h3>See [page:Texture]</h3>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>