API

Function MaxTexturesAsync

  • Take the component-wise maximum of two texture operands: result = max(a, b).

    Each operand can be a texture, a constant factor, or a texture scaled by a factor. Useful for operations such as combining ambient occlusion maps or taking the brightest contribution from two sources.

    If both operands are constant (no textures), the operation is performed on the CPU and the result is returned as a factor-only operand with no texture allocated.

    When operands are results of previous operations (i.e. they carry a dispose function), their intermediate textures are automatically released after the GPU pass completes.

    Parameters

    • name: string

      Name for the resulting procedural texture (used only when a GPU pass is needed)

    • a: ITextureProcessOperand

      First operand

    • b: ITextureProcessOperand

      Second operand

    • scene: Scene

      Scene to create the texture in (used only when a GPU pass is needed)

    • OptionaloutputColorSpace: TextureColorSpace

      Optional output color space. When TextureColorSpace.SRGB, the linear result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to TextureColorSpace.Linear.

    • OptionaloutputChannelMask: ChannelMask

      Optional bitmask of channels to write. Excluded color channels are set to 0.0; excluded alpha is set to 1.0. Defaults to ChannelMask.RGBA (all channels written).

    • OptionaloutputOptions: ITextureProcessorOutputOptions

      Optional render-target type, sampling, and mipmap settings.

    Returns Promise<ITextureProcessOperand>

    An operand whose texture holds the GPU result, or whose factor holds the CPU-folded constant