Creates a texture for use with a video texture.
This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
[example:webgl_materials_video materials / video ]
//assuming you have created a HTML video element with id="video"
var video = document.getElementById( 'video' );
var texture = new THREE.VideoTexture( video );
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.format = THREE.RGBFormat;
[page:Video video] -- The video element to use as the texture.
[page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
See [page:Textures mapping constants] for other choices.
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.
[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.
[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.
[page:Constant format] -- The format used in the texture.
See [page:Textures format constants] for other choices.
[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.
[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
See the base [page:Texture Texture] class for common properties.
You will not need to set this manually here as it is handled by the [page:VideoTexture.update update] method.
See the base [page:Texture Texture] class for common methods.
This is called automatically and sets [property:boolean needsUpdate] to *true* every time a new frame is available.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]