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Removed ImageUtils #12712

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27 changes: 27 additions & 0 deletions docs/api/textures/DataTexture.html
Expand Up @@ -32,6 +32,33 @@ <h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter,
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
</div>

<h2>Example</h2>

<code>
// create a buffer with color data

var size = width * height;
var data = new Uint8Array( 3 * size );

var r = Math.floor( color.r * 255 );
var g = Math.floor( color.g * 255 );
var b = Math.floor( color.b * 255 );

for ( var i = 0; i < size; i ++ ) {

var stride = i * 3;

data[ stride ] = r;
data[ stride + 1 ] = g;
data[ stride + 2 ] = b;

}

// used the buffer to create a [name]

var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
</code>

<h2>Properties</h2>

<h3>[property:Image image]</h3>
Expand Down
40 changes: 1 addition & 39 deletions editor/js/libs/tern-threejs/threejs.js
Expand Up @@ -805,44 +805,6 @@
"prototype": {},
"!doc": "Contains handy functions geometry manipulations."
},
"ImageUtils": {
"!url": "http://threejs.org/docs/#Reference/extras/ImageUtils",
"prototype": {
"crossOrigin": {
"!type": "string",
"!doc": "The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS."
},
"generateDataTexture": {
"!type": "fn(width: number, height: number, color: number) -> +THREE.DataTexture",
"!doc": "Generates a texture of a single color. It is a DataTexture with format, RGBFormat."
},
"parseDDS": {
"!type": "fn(buffer: string, loadMipmaps: boolean) -> +THREE.CompressedTexture",
"!doc": "Parses a DDS Image from the string into a CompressedTexture."
},
"loadCompressedTexture": {
"!type": "fn(url: todo, mapping: todo, onLoad: todo, onError: todo) -> todo",
"!doc": "todo"
},
"loadTexture": {
"!type": "fn(url: string, mapping: UVMapping, onLoad: function, onError: function) -> todo",
"!doc": "todo"
},
"getNormalMap": {
"!type": "fn(image: todo, depth: todo) -> todo",
"!doc": "todo"
},
"loadCompressedTextureCube": {
"!type": "fn(array: todo, mapping: todo, onLoad: todo, onError: todo) -> todo",
"!doc": "todo"
},
"loadTextureCube": {
"!type": "fn(array: todo, mapping: todo, onLoad: todo, onError: todo) -> todo",
"!doc": "todo"
}
},
"!doc": "A Helper class to ease the loading of images of different types."
},
"SceneUtils": {
"!url": "http://threejs.org/docs/#Reference/extras/SceneUtils",
"prototype": {
Expand Down Expand Up @@ -5137,7 +5099,7 @@
},
"image": {
"!type": "Image",
"!doc": "An Image object, typically created using the ImageUtils or [page:ImageLoader ImageLoader] classes. The Image object can include an image (e.g., PNG, JPG, GIF, DDS), video (e.g., MP4, OGG/OGV), or set of six images for a cube map. To use video as a texture you need to have a playing HTML5 video element as a source for your texture image and continuously update this texture as long as video is playing."
"!doc": "An Image object, typically created using the [page:ImageLoader ImageLoader] class. The Image object can include an image (e.g., PNG, JPG, GIF, DDS), video (e.g., MP4, OGG/OGV), or set of six images for a cube map. To use video as a texture you need to have a playing HTML5 video element as a source for your texture image and continuously update this texture as long as video is playing."
},
"mapping": {
"!type": "object",
Expand Down
136 changes: 0 additions & 136 deletions examples/js/utils/ImageUtils.js

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