[page:Texture] →

# [name]

Creates a three-dimensional texture from raw data, with parameters to divide it into width, height, and depth.

## Constructor

### [name]( [param:TypedArray data], [param:Number width], [param:Number height], [param:Number depth] )

[page:Object data] -- [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] of the texture.
[page:Number width] -- width of the texture.
[page:Number height] -- height of the texture.
[page:Number depth] -- depth of the texture.

## Code Example

This creates a [name] with repeating data, 0 to 255

`// create a buffer with some data const sizeX = 64; const sizeY = 64; const sizeZ = 64; const data = new Uint8Array( sizeX * sizeY * sizeZ ); let i = 0; for ( let z = 0; z < sizeZ; z ++ ) { for ( let y = 0; y < sizeY; y ++ ) { for ( let x = 0; x < sizeX; x ++ ) { data[ i ] = i % 256; i ++; } } } // use the buffer to create the texture const texture = new THREE.Data3DTexture( data, sizeX, sizeY, sizeZ ); texture.needsUpdate = true;`

## Examples

[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]
[example:webgl2_materials_texture3d_partialupdate WebGL2 / materials / texture3d / partialupdate]
[example:webgl2_volume_cloud WebGL2 / volume / cloud]
[example:webgl2_volume_perlin WebGL2 / volume / perlin]

## Properties

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

### [property:Boolean flipY]

Whether the texture is flipped along the Y axis when uploaded to the GPU. Default is `false`.

### [property:Boolean generateMipmaps]

Whether to generate mipmaps (if possible) for the texture. Default is `false`.

### [property:Image image]

Overridden with a record type holding data, width and height and depth.

### [property:Boolean isData3DTexture]

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

### [property:number magFilter]

How the texture is sampled when a texel covers more than one pixel. The default is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.
See the [page:Textures texture constants] page for details.

### [property:number minFilter]

How the texture is sampled when a texel covers less than one pixel. The default is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.
See the [page:Textures texture constants] page for details.

### [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:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei] for more information.

### [property:number wrapR]

This defines how the texture is wrapped in the depth direction.
The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels. The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping]. See the [page:Textures texture constants] page for details.

## 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]