Variable textureDimensionsConst

textureDimensions: inspect.sceneModel.Inspection = ...

Opt-in (InspectSceneModelParams.checkTextureSanity). Two cheap dimension checks per SceneTexture:

  • TEXTURE_NPOT — width or height isn't a power of two. Mipmap filtering is undefined or fall-back-quality on older GPUs (GL ES 2 era / WebGL 1) for NPOT textures; modern WebGL 2 handles them but mip generation is still cheaper for POT.
  • TEXTURE_OVERSIZED — width or height above InspectSceneModelParams.maxTextureDim (default 4096). Memory pressure + GPU upload cost; a 4K × 4K RGBA texture is ~67 MB before mipmaps.

Textures with zero width / height (image not yet loaded, or image: undefined) are skipped — there's nothing to evaluate.

No matching auto-fix ships with the SDK — both remediations (resize / downsample) need image-manipulation tooling and lossy judgement calls, so they're left for manual triage.