@huukhanhnguyen/types / evaluate/texture
evaluate/texture
TextureData
TextureData = {
data:Uint8ClampedArray;filter?:"linear"|"nearest";height:number;tileHeight?:number;tileWidth?:number;uvSet?:0|1;width:number;wrap?:"repeat"|"clamp"|"mirror"; }
Resolved texture pixels + sampling metadata. The texture-chain ENGINE (which PRODUCES these) stays in the model package — this is the inert output bag a pixel consumer takes, and a Material alone cannot carry it (its texture / normalTexture / … fields are URI strings).
data
data:
Uint8ClampedArray
filter?
optionalfilter?:"linear"|"nearest"
Sampler filter from the chain's declared filter builtin. Absent = linear.
height
height:
number
tileHeight?
optionaltileHeight?:number
tileWidth?
optionaltileWidth?:number
Physical mm of one tile — renderers/exporters prefer this over material tile*.
uvSet?
optionaluvSet?:0|1
Which UV set this texture samples (0 = TEXCOORD_0, 1 = TEXCOORD_1). Declared on the CHAIN, not per material slot.
width
width:
number
wrap?
optionalwrap?:"repeat"|"clamp"|"mirror"
Sampler wrap mode from the chain's declared wrap builtin. Absent = repeat.