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Class ImageBuffer

Image buffer. Draw a single image. Optionally interpolate.

Hierarchy

Index

Constructors

constructor

Properties

alwaysTransparent

alwaysTransparent: boolean = true

dynamic

dynamic: boolean = true

fragmentShader

fragmentShader: string = "Image.frag"

geometry

geometry: BufferGeometry = new BufferGeometry()

group

group: Group = new Group()

hasWireframe

hasWireframe: boolean = false

indexVersion

indexVersion: number = 0

isImpostor

isImpostor: boolean = false

isLine

isLine: boolean = false

isPoint

isPoint: boolean = false

isSurface

isSurface: boolean = false

isText

isText: boolean = false

material

material: ShaderMaterial

parameterTypes

parameterTypes: { filter: object } & { matrix: {}; background: object; clipCenter: object; clipNear: object; clipRadius: object; depthWrite: object; diffuse: object; diffuseInterior: object; flatShaded: object; interiorColor: object; interiorDarkening: object; metalness: object; opacity: object; opaqueBack: object; roughness: object; side: object; useInteriorColor: object; wireframe: object } = ImageBufferParameterTypes

parameters

Optional picking

picking: Picker

pickingGroup

pickingGroup: Group = new Group()

pickingMaterial

pickingMaterial: ShaderMaterial

pickingTex

pickingTex: DataTexture

pickingUniforms

pickingUniforms: Uniforms

tex

tex: DataTexture

uniforms

uniforms: Uniforms

vertexShader

vertexShader: string = "Image.vert"

visible

visible: boolean = true

Optional wireframeGeometry

wireframeGeometry: BufferGeometry

wireframeGroup

wireframeGroup: Group = new Group()

Optional wireframeIndex

wireframeIndex: Uint32Array | Uint16Array

wireframeIndexCount

wireframeIndexCount: number = 0

wireframeIndexVersion

wireframeIndexVersion: number = -1

wireframeMaterial

wireframeMaterial: ShaderMaterial

Accessors

attributeSize

  • get attributeSize(): number

defaultParameters

  • get defaultParameters(): { filter: "linear" | "nearest" | "cubic-bspline" | "cubic-catmulrom" | "cubic-mitchell"; forceTransparent: true } & { background: boolean; clipCenter: Vector3; clipNear: number; clipRadius: number; depthWrite: boolean; diffuse: number; diffuseInterior: boolean; disablePicking: boolean; flatShaded: boolean; forceTransparent: boolean; interiorColor: number; interiorDarkening: number; matrix: Matrix4; metalness: number; opacity: number; opaqueBack: boolean; roughness: number; side: "double" | "front" | "back"; sortParticles: boolean; useInteriorColor: boolean; wireframe: boolean }
  • Returns { filter: "linear" | "nearest" | "cubic-bspline" | "cubic-catmulrom" | "cubic-mitchell"; forceTransparent: true } & { background: boolean; clipCenter: Vector3; clipNear: number; clipRadius: number; depthWrite: boolean; diffuse: number; diffuseInterior: boolean; disablePicking: boolean; flatShaded: boolean; forceTransparent: boolean; interiorColor: number; interiorDarkening: number; matrix: Matrix4; metalness: number; opacity: number; opaqueBack: boolean; roughness: number; side: "double" | "front" | "back"; sortParticles: boolean; useInteriorColor: boolean; wireframe: boolean }

matrix

  • get matrix(): Matrix4
  • set matrix(m: Matrix4): void

pickable

  • get pickable(): boolean

size

  • get size(): number

transparent

  • get transparent(): boolean

Methods

_getMesh

  • _getMesh(materialName: BufferMaterials): LineSegments<BufferGeometry, ShaderMaterial> | Points<BufferGeometry, ShaderMaterial> | Mesh<BufferGeometry, ShaderMaterial>

addAttributes

  • addAttributes(attributes: {}): void

addUniforms

dispose

  • dispose(): void

getDefines

getFragmentShader

getMesh

  • getMesh(): LineSegments<BufferGeometry, ShaderMaterial> | Points<BufferGeometry, ShaderMaterial> | Mesh<BufferGeometry, ShaderMaterial>
  • Returns LineSegments<BufferGeometry, ShaderMaterial> | Points<BufferGeometry, ShaderMaterial> | Mesh<BufferGeometry, ShaderMaterial>

getParameters

  • getParameters(): { background: boolean; clipCenter: Vector3; clipNear: number; clipRadius: number; depthWrite: boolean; diffuse: number; diffuseInterior: boolean; disablePicking: boolean; flatShaded: boolean; forceTransparent: boolean; interiorColor: number; interiorDarkening: number; matrix: Matrix4; metalness: number; opacity: number; opaqueBack: boolean; roughness: number; side: "double" | "front" | "back"; sortParticles: boolean; useInteriorColor: boolean; wireframe: boolean }
  • Returns { background: boolean; clipCenter: Vector3; clipNear: number; clipRadius: number; depthWrite: boolean; diffuse: number; diffuseInterior: boolean; disablePicking: boolean; flatShaded: boolean; forceTransparent: boolean; interiorColor: number; interiorDarkening: number; matrix: Matrix4; metalness: number; opacity: number; opaqueBack: boolean; roughness: number; side: "double" | "front" | "back"; sortParticles: boolean; useInteriorColor: boolean; wireframe: boolean }

    • background: boolean
    • clipCenter: Vector3
    • clipNear: number
    • clipRadius: number
    • depthWrite: boolean
    • diffuse: number
    • diffuseInterior: boolean
    • disablePicking: boolean
    • flatShaded: boolean
    • forceTransparent: boolean
    • interiorColor: number
    • interiorDarkening: number
    • matrix: Matrix4
    • metalness: number
    • opacity: number
    • opaqueBack: boolean
    • roughness: number
    • side: "double" | "front" | "back"
    • sortParticles: boolean
    • useInteriorColor: boolean
    • wireframe: boolean

getPickingMesh

  • getPickingMesh(): LineSegments<BufferGeometry, ShaderMaterial> | Points<BufferGeometry, ShaderMaterial> | Mesh<BufferGeometry, ShaderMaterial>

getRenderOrder

  • getRenderOrder(): number

getShader

getVertexShader

getWireframeMesh

  • getWireframeMesh(): LineSegments<BufferGeometry, ShaderMaterial>

initIndex

  • initIndex(index: Uint32Array | Uint16Array): void

makeMaterial

  • makeMaterial(): void

makeWireframeGeometry

  • makeWireframeGeometry(): void

makeWireframeIndex

  • makeWireframeIndex(): void

setAttributes

  • setAttributes(data: any): void
  • Sets buffer attributes

    example

    var buffer = new Buffer(); buffer.setAttributes({ attrName: attrData });

    Parameters

    • data: any

      An object where the keys are the attribute names and the values are the attribute data.

    Returns void

setMatrix

  • setMatrix(m: Matrix4): void

setParameters

setProperties

  • setProperties(data: any): void

setUniforms

  • setUniforms(data: any): void

setVisibility

  • setVisibility(value: boolean): void

toJSON

  • toJSON(): any

updateRenderOrder

  • updateRenderOrder(): void

updateShader

  • updateShader(): void

updateTexture

  • updateTexture(): void

updateWireframeIndex

  • updateWireframeIndex(): void

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