Use textures and loaders
Texture stores image or raw pixel data for the
CPU sampler. The cache is bounded to 128×128 pixels, filtering stays nearest
neighbor, and EASEL does not generate mipmaps. Atlas UVs should point at texel
centers to avoid sampling neighboring cells.
For browser images, use TextureLoader and
assign the resulting texture to a material map. Loader callbacks are
asynchronous, so render a fallback material until the image is ready.
const loader = new EASEL.TextureLoader();loader.load( "/textures/grid.png", (texture) => { material.map = texture; material.needsUpdate = true; }, undefined, (error) => { console.error("Texture failed to load", error); },);Model loaders such as OBJLoader and
GLTFLoader create scene-graph data for the same
CPU renderer. Source images are reduced to the texture cache limit.
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