File: CompressedArrayTexture.md | Updated: 11/15/2025
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.
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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.
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Resets the layer updates registry.