[page:Texture] →

# [name]

Creates a texture directly from raw data, width and height.

## Constructor

### [name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace )

The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView]. Further parameters correspond to the properties inherited from [page:Texture], where both magFilter and minFilter default to THREE.NearestFilter.

The interpretation of the data depends on type and format: If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data. If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity).
For the packed types, THREE.UnsignedShort4444Type and THREE.UnsignedShort5551Type all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.
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.

## Code Example

`// create a buffer with color data const width = 512; const height = 512; const size = width * height; const data = new Uint8Array( 4 * size ); const color = new THREE.Color( 0xffffff ); const r = Math.floor( color.r * 255 ); const g = Math.floor( color.g * 255 ); const b = Math.floor( color.b * 255 ); for ( let i = 0; i < size; i ++ ) { const stride = i * 4; data[ stride ] = r; data[ stride + 1 ] = g; data[ stride + 2 ] = b; data[ stride + 3 ] = 255; } // used the buffer to create a [name] const texture = new THREE.DataTexture( data, width, height ); texture.needsUpdate = true;`

## Properties

See the base [page:Texture Texture] class for common properties.

### [property:Boolean flipY]

If set to `true`, the texture is flipped along the vertical axis when uploaded to the GPU. Default is `false`.

### [property:Boolean generateMipmaps]

Whether to generate mipmaps (if possible) for a texture. False by default.

### [property:Object image]

Overridden with a object holding data, width, and height.

### [property:Boolean isDataTexture]

Read-only flag to check if a given object is of type [name].

### [property:number unpackAlignment]

`1` by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] for more information.

## Methods

See the base [page:Texture Texture] class for common methods.

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]