Texture sources.
Texture sources type.
OptionallabelThe label of the Texture, used to create various GPU objects for debugging purpose.
OptionalnameName of the Texture to use in the texture binding.
OptionalfixedOptionaluseWhether the Texture should be created with mipLevelCount. Useful to manually generate the mips. Default to false, but automatically set to true if generateMips has been set to true.
OptionalusageAllowed usages for the GPU texture as an array of texture usages names.
OptionalautoOptionalfromOptional texture to use as a copy source input. Could be a Texture or DOMTexture.
OptionalqualityForce the texture size to be set to the given ratio of the renderer canvas size or fixedSize. Used mainly to shrink render target texture definition.
OptionaltypeWhether to use this Texture as a regular, storage or depth texture.
OptionalaccessOptional texture binding memory access type, mainly used for storage textures.
OptionalsampleSample count of the texture, used for multisampling.
OptionalformatThe GPUTexture format to use. Default to 'rgba8unorm'.
OptionalgenerateWhether to generate mips. Default to false.
OptionalflipYWhether to flip the source along the Y axis. Default to false.
OptionalpremultipliedWhether this texture should be premultiplied or not. Default to false.
OptionalviewThe GPUTexture view dimension to use. Default to '2d'.
OptionalaspectDefine which aspect of the texture to write the image to. Default to all.
OptionalcolorDefine the colorSpace and encoding used to encode data into the destination texture. Default to srgb.
OptionalvisibilityThe texture shaders visibility sent to the texture binding. Default to 'fragment'.
OptionalplaceholderSolid color used by temporary texture to display while loading the source, as an array of RGBA integer values in the [0, 255] range. Default to [0, 0, 0, 255] (solid black).
OptionaluseWhether video textures should use GPUExternalTexture or not. Default to true.
OptionalcacheOptionaluseWhether to use a transformation Mat3 to use in the shaders for UV transformations. If set to true, will create a BufferBinding accessible in the shaders with the name ${texture.options.name}Matrix.
Options used to create this MediaTexture.