TextureAtlasAssetData: {
    addressu: string;
    addressv: string;
    anisotropy: number;
    frames: {
        [key: string]: {
            border: number[];
            name: string;
            pivot: number[];
            rect: number[];
        };
    };
    magfilter: string;
    minfilter: string;
    mipmaps: boolean;
    rgbm: boolean;
}

Represents the data for a TextureAtlas asset.

Type declaration

  • addressu: string

    The addressing mode to be applied to the texture in the U direction. Can be: repeat, clamp, mirror.

  • addressv: string

    The addressing mode to be applied to the texture in the V direction. Can be: repeat, clamp, mirror.

  • anisotropy: number

    Integer value specifying the level of anisotropic to apply to the texture ranging from 1 (no anisotropic filtering) to the pc.GraphicsDevice property maxAnisotropy.

  • frames: {
        [key: string]: {
            border: number[];
            name: string;
            pivot: number[];
            rect: number[];
        };
    }

    The definitions of the frames that can be referenced by sprite assets.

  • magfilter: string

    The magnification filter to be applied to the texture. Can be: nearest, linear, nearest_mip_nearest, linear_mip_nearest, nearest_mip_linear, linear_mip_linear.

  • minfilter: string

    The minification filter to be applied to the texture. Can be: nearest, linear, nearest_mip_nearest, linear_mip_nearest, nearest_mip_linear, linear_mip_linear.

  • mipmaps: boolean

    Whether the texture has mipmaps.

  • rgbm: boolean

    Whether the texture 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.