Interface Texture2DArray
height: number;
invertY?: boolean;
layers: number;
sampler: GPUSampler;
texture: GPUTexture;
uAng?: number;
uOffset?: number;
uScale?: number;
view: GPUTextureView;
vOffset?: number;
vScale?: number;
width: number;
}
Hierarchy (View Summary)
- Texture2D
- Texture2DArray
Properties
height
Optionalinvert Y
True if the texel data is stored with origin at the top (y-down) and must be flipped in V when sampled with standard (y-up) UVs. Applied at UV-transform time in the material, so compressed-format textures (where in-place row flipping is impractical) remain correct.
layers
sampler
texture
Optionalu Ang
Rotation in radians around the (0,0) UV corner.
Optionalu Offset
Optionalu Scale
Per-texture UV transform fields. All optional; defaults make identity.
Match BJS Texture.uScale/vScale/uOffset/vOffset/uAng semantics. These
fields are build-time: they are sampled when a material pipeline
is first compiled. Mutating them after the pipeline is built requires
a material rebuild (flag-based rebuild path). If a cached texture
wrapper needs a different transform than another use site, create a
fresh wrapper via cloneTexture2D().
A 2D texture array handle. It is a
Texture2D(so it drops straight intosetEffectTexture/ material sampler bindings) whoseviewis created withdimension:"2d-array", plus alayerscount. Bind it to a shader sampler declaredviewDimension:"2d-array"and sample it in WGSL astexture_2d_array<f32>.