InternalCPU-side backing buffer used to populate this texture.
The concrete type depends on the implementation (e.g., Uint32Array,
Float32Array, or a view over an ArrayBuffer). This buffer is
uploaded to the GPU when updated.
The ArrayBufferView class used for the CPU-side buffer.
Size in bytes of a single texel in the data texture.
Enables internal event emission for this data texture.
Human-readable description of the data stored in this texture.
Intended for debugging UIs and diagnostics (e.g., displayed above inspectors). Subclasses or owners should populate this with a concise explanation of the layout and semantic meaning (e.g., “mesh matrices (Mat4, row-major), indexed by meshId”).
Number of individual elements (e.g., floats, uint32s) stored per logical item in this data texture.
Number of individual elements (e.g., floats, uint32s) stored per texel in the data texture.
Texture format (e.g., gl.RGBA, gl.RGBA_INTEGER).
The WebGL2 rendering context.
Texture height in texels.
Texture internal format (e.g., gl.RGBA8, gl.RGBA32UI, gl.RGBA32F).
Size in bytes of a single logical item stored in the data texture.
Duration (in milliseconds) of the last upload to GPU.
This value is 0 until the first upload occurs.
Maximum number of logical items that can be stored in this texture.
The value of numItems never exceeds this limit.
Emitted when the CPU-side buffer for this texture has changed and been uploaded to the GPU.
This event is intended for debugging tools and monitoring UIs; it is only emitted when debugging is enabled.
Number of texels occupied by a single logical item in the data texture.
InternaltextureThe underlying WebGL texture object.
This is the GPU resource that is bound and sampled/loaded by shaders.
Texture data type (e.g., gl.UNSIGNED_BYTE, gl.UNSIGNED_INT, gl.FLOAT).
Whether to use a CPU-side buffer for staging data before uploading to the GPU.
Texture width in texels.
Static ReadonlyitemGets the number of logical items currently stored in this texture.
Cancels all pending uploads by clearing the dirty set.
InternalFrees GPU resources associated with this data texture.
Gets the total capacity in bytes of the data texture.
Read-back helper — not used by the renderer but required by
the abstract base class. Returns the 40 raw floats for
slotIndex (32 family + 4 colour + 4 flags).
Retrieves all logical items currently stored in this texture.
An array of decoded items.
Gets the used capacity in bytes of the data texture.
ProtectednotifyInternalNotifies listeners that the data texture has been updated.
ProtectedsetMarks an item as dirty, so it will be uploaded on the next update.
Index of the item to mark as dirty.
Writes the four families' parameter pairs, the ink colour,
and the flags texel for slotIndex.
families is expected to be MAX_HATCH_FAMILIES × 8 floats
long — two texels per family (see the class doc-comment).
color is (r, g, b, opacity); space is 0 for
screen-space, 1 for world-space, 2 for tangent-space.
Slot 0 is the "no hatch" sentinel and should not be written — callers allocate slots starting at index 1.
Uploads all dirty items to the GPU as efficiently as possible.
Internal algorithm:
texSubImage2D calls by uploading as large a block as possible per call.True if any uploads occurred, false otherwise.
Stores per-slot hatch patterns for hatching on triangle- surface meshes.
Ten RGBA32F texels per slot. Each of the four families spans two consecutive texels, followed by the shared ink colour and the shared flags texel:
base + 0— family 0a:(cos(angle), sin(angle), spacing, lineWidth)base + 1— family 0b:(typeId, phase, param1, param2)base + 2— family 1abase + 3— family 1bbase + 4— family 2abase + 5— family 2bbase + 6— family 3abase + 7— family 3bbase + 8— hatch ink colour(r, g, b, opacity)base + 9— flags(space, 0, 0, 0)typeIdis0=line,1=dot,2=wavy,3=brick.param1andparam2carry the type-specific extras (amplitude / wavelength for wavy; brickHeight / courseOffset for brick).The CPU encoder zero-pads unused trailing families so the shader's loop is bounded and branch-free;
spacing == 0still serves as the "this slot is unused" sentinel.Slot 0 is reserved as the "no hatch" sentinel — meshes whose materials carry no hatch leave their
hatchPatternSlotat 0, and the surface technique skips the lookup entirely.