File: DataTexture.md | Updated: 11/15/2025
Creates a texture directly from raw buffer data.
The interpretation of the data depends on type and format: If the type is UnsignedByteType, a Uint8Array will be useful for addressing the texel data. If the format is RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity).
Constructs a new data 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.
format | The texture format. Default is RGBAFormat.
type | The texture type. Default is UnsignedByteType.
mapping | The texture mapping. Default is Texture.DEFAULT_MAPPING.
wrapS | The wrapS value. Default is ClampToEdgeWrapping.
wrapT | The wrapT value. Default is ClampToEdgeWrapping.
magFilter | The mag filter value. Default is NearestFilter.
minFilter | The min filter value. Default is NearestFilter.
anisotropy | The anisotropy value. Default is Texture.DEFAULT_ANISOTROPY.
colorSpace | The color space. Default is NoColorSpace.
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.
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