The texture unit the map sampler of the unlit and lit pipelines reads from.
Unit 0, permanently, and the same unit the sprite pipeline uses: this tier
binds exactly one texture per draw, and ยง77's multi-texture materials
(normal maps, masks, atlases plus data maps) are what will need a unit
allocator. Naming the constant keeps the activeTexture call in
webgl-renderer.ts and the sampler upload here from drifting apart.
The texture unit the
mapsampler of the unlit and lit pipelines reads from.Unit 0, permanently, and the same unit the sprite pipeline uses: this tier binds exactly one texture per draw, and ยง77's multi-texture materials (normal maps, masks, atlases plus data maps) are what will need a unit allocator. Naming the constant keeps the
activeTexturecall inwebgl-renderer.tsand the sampler upload here from drifting apart.