gpu-curtains
    Preparing search index...

    Interface SceneObjectTextureOptions

    Parameters used by the various scene objects (meshes and compute passes) for their textures options.

    interface SceneObjectTextureOptions {
        format?: GPUTextureFormat;
        generateMips?: boolean;
        flipY?: boolean;
        premultipliedAlpha?: boolean;
        viewDimension?: GPUTextureViewDimension;
        aspect?: GPUTextureAspect;
        colorSpace?: PredefinedColorSpace;
        visibility?: MaterialShadersType[];
        placeholderColor?: [number, number, number, number];
        useExternalTextures?: boolean;
        cache?: boolean;
        useTransform?: boolean;
    }

    Hierarchy (View Summary)

    Index

    Properties

    format?: GPUTextureFormat

    The GPUTexture format to use. Default to 'rgba8unorm'.

    generateMips?: boolean

    Whether to generate mips. Default to false.

    flipY?: boolean

    Whether to flip the source along the Y axis. Default to false.

    premultipliedAlpha?: boolean

    Whether this texture should be premultiplied or not. Default to false.

    viewDimension?: GPUTextureViewDimension

    The GPUTexture view dimension to use. Default to '2d'.

    aspect?: GPUTextureAspect

    Define which aspect of the texture to write the image to. Default to all.

    colorSpace?: PredefinedColorSpace

    Define the colorSpace and encoding used to encode data into the destination texture. Default to srgb.

    visibility?: MaterialShadersType[]

    The texture shaders visibility sent to the texture binding. Default to 'fragment'.

    placeholderColor?: [number, number, number, number]

    Solid color used by temporary texture to display while loading the source, as an array of RGBA integer values in the [0, 255] range. Default to [0, 0, 0, 255] (solid black).

    useExternalTextures?: boolean

    Whether video textures should use GPUExternalTexture or not. Default to true.

    cache?: boolean

    Whether to keep the texture in the renderer cache when a Material tries to destroy it. Default to true.

    useTransform?: boolean

    Whether to use a transformation Mat3 to use in the shaders for UV transformations. If set to true, will create a BufferBinding accessible in the shaders with the name ${texture.options.name}Matrix.