Comments (3)
Also looking at modern engines
bevy: texture
machinery: texture
tool3: map
xenko/stride: map
This is not working :D 50/50
From code UX point of view the data / port / prop is type texture. Inside shader is a TextureMap (often shortened to Map). But that is always confusing in uniforms setup where i need uBaseColorMap: material.baseColorTexture
(or was it Tex? or was it Map?)
I would say props should follow glTF as much as possible. Normalising everything to texture
would simplify things.
from pex-renderer.
It's a question of type = what it is (texture object) vs function = what it does (mapping to poly).
In 3D software world:
- blender: map
- C4D: map
- 3DSmax: map
from pex-renderer.
WGSL having texture_2d
uniform type is the winning vote for *Texture
names.
from pex-renderer.
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from pex-renderer.