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https://github.com/Doodle3D/Doodle3D-Slicer.git
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91 lines
2.5 KiB
HTML
Executable File
91 lines
2.5 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<div class="desc">A loader for loading an [page:Image].</div>
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<h2>Constructor</h2>
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<h3>[name]( [page:LoadingManager manager] )</h3>
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<div>
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[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
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</div>
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<div>
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Creates a new [name].
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</div>
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<h2>Properties</h2>
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<h3>[property:String crossOrigin]</h3>
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<div>
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The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
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</div>
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<h2>Methods</h2>
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<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
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<div>
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[page:String url] — required<br />
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[page:Function onLoad] — Will be called when load completes. The argument will be the loaded Imageloader.<br />
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[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
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[page:Function onError] — Will be called when load errors.<br />
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</div>
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<div>
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Begin loading from url and return the [page:Image image] object that will contain the data.
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</div>
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<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
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<div>
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[page:String value] — The crossOrigin string.
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</div>
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<div>
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The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
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</div>
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<h2>Example</h2>
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<code>
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// instantiate a loader
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var loader = new THREE.ImageLoader();
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// load a image resource
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loader.load(
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// resource URL
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'textures/skyboxsun25degtest.png',
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// Function when resource is loaded
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function ( image ) {
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// do something with it
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// like drawing a part of it on a canvas
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var canvas = document.createElement( 'canvas' );
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var context = canvas.getContext( '2d' );
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context.drawImage( image, 100, 100 );
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},
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// Function called when download progresses
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function ( xhr ) {
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console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
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},
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// Function called when download errors
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function ( xhr ) {
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console.log( 'An error happened' );
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}
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);
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</code>
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[example:webgl_shaders_ocean]
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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