If I have a JavaScript ArrayBuffer containing binary image data along with the image extension (such as jpg, png, etc), I want to create a ThreeJS Texture without the need for an HTTP request or file load as I already have the binary information.
For example, let's say I have:
var binaryData = getBinaryData(); // This function returns an ArrayBuffer with the image data, assuming it's a PNG image for this example.
var imageFormat = "png";
(As well as other texture properties like wrap mode, mipmaps, etc)
How can I go about loading the Texture in this scenario?
Any assistance on this matter would be greatly appreciated.