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class: TextureTransform


class controls uv transform and frame clamp for texture

Methods summary


Public methods
public texture(): void
public multiplyUvs(uvs: Float32Array, out: Float32Array): Float32Array
public update(forceUpdate: boolean): boolean
public texture(): void
public multiplyUvs(uvs: Float32Array, out: Float32Array): Float32Array
public update(forceUpdate: boolean): boolean

Properties


Name Type Attribute Description
clampOffset number public

Changes frame clamping
Works with TilingSprite and Mesh
Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders

clampMargin number public

Changes frame clamping
Works with TilingSprite and Mesh
Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas

clampOffset number public

Changes frame clamping
Works with TilingSprite and Mesh
Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders

clampMargin number public

Changes frame clamping
Works with TilingSprite and Mesh
Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas

Methods


texture(): void

texture property

Returns:

void


multiplyUvs(uvs: Float32Array, out: Float32Array): Float32Array

Multiplies uvs array to transform

Params:

Name Type Attribute Description
uvs

mesh uvs

out

output

Returns:

Float32Array


update(forceUpdate: boolean): boolean

updates matrices if texture was changed

Params:

Name Type Attribute Description
forceUpdate

if true, matrices will be updated any case

Returns:

boolean


texture(): void

texture property

Returns:

void


multiplyUvs(uvs: Float32Array, out: Float32Array): Float32Array

Multiplies uvs array to transform

Params:

Name Type Attribute Description
uvs

mesh uvs

out

output

Returns:

Float32Array


update(forceUpdate: boolean): boolean

updates matrices if texture was changed

Params:

Name Type Attribute Description
forceUpdate

if true, matrices will be updated any case

Returns:

boolean


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class controls uv transform and frame clamp for texture

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observed texture

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Changes frame clamping, 0.5 by default. Use -0.5 for extra border.

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texture property

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texture property

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output

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output

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Works with TilingSprite and Mesh
Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders

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Works with TilingSprite and Mesh
Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas

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Changes frame clamping
Works with TilingSprite and Mesh
Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders

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Changes frame clamping
Works with TilingSprite and Mesh
Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas

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