Inheritance: EventDispatcher → Texture → CompressedTexture →
Creates a texture 2D array based on data in compressed form.
These texture are usually loaded with CompressedTextureLoader.
Constructs a new compressed array texture.
mipmaps
This array holds for all mipmaps (including the bases mip) the data and dimensions.
width
The width of the texture.
height
The height of the texture.
depth
The depth of the texture.
format
The min filter value.
Default is RGBAFormat.
type
The min filter value.
Default is UnsignedByteType.
The image property of a compressed texture just defines its dimensions.
Overrides: CompressedTexture#image
This flag can be used for type testing.
Default is true.
A set of all layers which need to be updated in the texture.
This defines how the texture is wrapped in the depth and corresponds to W in UVW mapping.
Default is ClampToEdgeWrapping.
Describes that a specific layer of the texture needs to be updated. Normally when Texture#needsUpdate is set to true, the entire compressed texture array is sent to the GPU. Marking specific layers will only transmit subsets of all mipmaps associated with a specific depth in the array which is often much more performant.
layerIndex
The layer index that should be updated.
Resets the layer updates registry.