/** * @import { GraphicsDevice } from './graphics-device.js' */ /** * A set of 1x1 textures the engine binds in place of a texture it was not given, such as a * shader's texture slot with no value at all. * * These are owned by the {@link GraphicsDevice} and created together with it, as they cannot be * created on demand: creating a texture uploads its data, and on WebGPU an upload submits the * scheduled command buffers, which finishes the command encoder an in-flight render pass belongs * to. * * @ignore */ export class BuiltInTextures { /** * @param {GraphicsDevice} device - The graphics device. */ constructor(device: GraphicsDevice); /** * An opaque white texture. * * @type {Texture} */ white: Texture; /** * An opaque pink texture, used where the missing texture is a mistake and so is better off * obvious on the screen. * * @type {Texture} */ pink: Texture; destroy(): void; } import { Texture } from './texture.js'; import type { GraphicsDevice } from './graphics-device.js';