AdvancedOptionalantialiasWhether the texture is multisampled, which smooths the edges of the triangles drawn into it
Only a texture scene passes draw meshes into needs it: an effect's output is one fullscreen triangle with no edges to smooth, and the samples take four times the texture's memory. Passes sample it like any other texture, since the graph resolves it after it's written, but each sampled depth costs a copy into a single-sample texture every frame.
OptionalautoWhether the texture has a mip chain, which the graph fills after the pass that last writes it each frame; a depth texture's mips stay empty
OptionalformatTexture format
OptionalheightHeight in logical pixels
OptionallabelDebug label, which also names the texture in errors
OptionalresolutionTexels per logical pixel, as on pixi's render textures
'inherit' follows the scene's, RenderGraph#resolution. A number is absolute: 1 is
half the physical size on a DPR 2 screen, a common choice for a cheaper blur or AO.
OptionalscaleSampling filter
OptionalwidthWidth in logical pixels
Options for a texture the graph allocates, such as an effect's intermediate
Sized as in pixi:
widthandheightare logical pixels, andresolutionmultiplies them into texels.{}gives a texture the size of the scene colour.The texture comes from pixi's
TexturePool, which rounds its size up, to the next power of two or to the canvas size. The content sits at the texture's origin, andtexture.framegives its size.