Integer value specifying the level of anisotropic to apply to the texture ranging from 1 (no anisotropic filtering) to the pc.GraphicsDevice property maxAnisotropy.
The magnification filter to be applied to the texture.
Can be: pc.FILTER_NEAREST, pc.FILTER_LINEAR, pc.FILTER_NEAREST_MIPMAP_NEAREST, pc.FILTER_LINEAR_MIPMAP_NEAREST, pc.FILTER_NEAREST_MIPMAP_LINEAR, pc.FILTER_LINEAR_MIPMAP_LINEAR.
The minification filter to be applied to the texture.
Can be: pc.FILTER_NEAREST, pc.FILTER_LINEAR, pc.FILTER_NEAREST_MIPMAP_NEAREST, pc.FILTER_LINEAR_MIPMAP_NEAREST, pc.FILTER_NEAREST_MIPMAP_LINEAR, pc.FILTER_LINEAR_MIPMAP_LINEAR.
Whether the cubemap is RGBM. The RGBM format is a format to store high dynamic range (HDR) textures by using the alpha channel to store a multiplier for the rgb channels.
An array of 6 texture asset ids that represent the faces of the cubemap.
Represents the data for a Cubemap asset.