Function MaxTexturesAsync
-
MaxTexturesAsync(
name: string,
a: ITextureProcessOperand,
b: ITextureProcessOperand,
scene: Scene,
outputColorSpace?: TextureColorSpace,
outputChannelMask?: ChannelMask,
outputOptions?: ITextureProcessorOutputOptions,
): Promise<ITextureProcessOperand>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: TextureColorSpaceOptional output color space. When
TextureColorSpace.SRGB, the linear result is converted to sRGB (IEC 61966-2-1) before being written. Defaults toTextureColorSpace.Linear.OptionaloutputChannelMask: ChannelMaskOptional bitmask of channels to write. Excluded color channels are set to
0.0; excluded alpha is set to1.0. Defaults toChannelMask.RGBA(all channels written).OptionaloutputOptions: ITextureProcessorOutputOptionsOptional render-target type, sampling, and mipmap settings.
Returns Promise<ITextureProcessOperand>
An operand whose
textureholds the GPU result, or whosefactorholds the CPU-folded constant - name: string
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
disposefunction), their intermediate textures are automatically released after the GPU pass completes.