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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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export class ImpostorDescription { /** * How many XY frames should be captured * More frames will result in less distortion, but lower texel density (lower resolution for each individual frame) * @type {number} */ frame_count: number; /** * How the impostor is being captured * @type {number} */ capture_type: number; /** * Resolution of the texture atlas used for baking. All "frames" will be packed here * Must be power of two * @type {number} */ resolution: number; /** * Radius of baking sphere, this is centered on origin * @type {number} */ sphere_radius: number; /** * How much space to leave between frames to ensure that there is no bleeding across frames * @type {number} */ padding: number; /** * Baking offset * @type {number[]} */ offset: number[]; /** * Actual baked data * @type {Sampler2D|null} */ atlas: Sampler2D | null; /** * Source scene from which impostor was baked * @type {number} */ source_geometry_polygon_count: number; /** * @type {number} */ source_geometry_vertex_count: number; /** * * @type {number} */ source_material_count: number; /** * * @type {number} */ source_instance_count: number; /** * Frame-relative sequence of points defining a hole-free shape * Normalized between 0,0 and 1,1; Might extend further in some cases, should be clipped in shader in those cases * @type {number[]} */ cutout: number[]; /** * TODO: replace with something non-three.js specific * @deprecated use non-three.js specific accessors instead * @type {THREE.WebGLMultipleRenderTargets} */ rt: THREE.WebGLMultipleRenderTargets; } //# sourceMappingURL=ImpostorDescription.d.ts.map