Closed vorg closed 1 year ago
It's a question of type = what it is (texture object) vs function = what it does (mapping to poly).
In 3D software world:
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.
WGSL having texture_2d
uniform type is the winning vote for *Texture
names.
So
baseColorMap
tobaseColorTexture
andnormalMap
tonormalTexture
etc...pex-renderer -> map ThreeJS -> map Unity -> map Unreal -> map
ecs in Nodes -> texture Babylon -> texture cables.gl -> texture godot -> texture gltf -> texture