File: DataArrayTexture.md | Updated: 11/15/2025
Creates an array of textures directly from raw buffer data.
Constructs a new data array texture.
data | The buffer data. Default is null.
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width | The width of the texture. Default is 1.
height | The height of the texture. Default is 1.
depth | The depth of the texture. Default is 1.
If set to true, the texture is flipped along the vertical axis when uploaded to the GPU.
Overwritten and set to false by default.
Default is false.
Overrides: Texture#flipY
Whether to generate mipmaps (if possible) for a texture.
Overwritten and set to false by default.
Default is false.
Overrides: Texture#generateMipmaps
The image definition of a data texture.
Overrides: Texture#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.
How the texture is sampled when a texel covers more than one pixel.
Overwritten and set to NearestFilter by default.
Default is NearestFilter.
Overrides: Texture#magFilter
How the texture is sampled when a texel covers less than one pixel.
Overwritten and set to NearestFilter by default.
Default is NearestFilter.
Overrides: Texture#minFilter
Specifies the alignment requirements for the start of each pixel row in memory.
Overwritten and set to 1 by default.
Default is 1.
Overrides: Texture#unpackAlignment
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 data 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.