Texture
Loads an image file (PNG, JPG, WebP) from the mounted project into a GPU texture. Used by Sprite. The path is resolved inside the game’s asset bundle (the same place Resource and shaders load from).
Texture
Section titled “Texture”Texture.load(path)
Section titled “Texture.load(path)”Returns: Texture — A texture handle (check valid).
Parameters:
path(String) — Image path within the mounted project, e.g."textures/hero.png".
import "engine" for Texture
var tex = Texture.load("textures/hero.png")if (!tex.valid) System.print("failed to load")Properties
Section titled “Properties”width— Image width in pixels (0if the load failed).height— Image height in pixels.valid—trueif the image loaded successfully.
System.print("%(tex.width) x %(tex.height)")Textures are cached by the renderer; loading the same path is cheap. See Sprite for drawing a texture as a billboarded quad.
Cubemaps
Section titled “Cubemaps”Texture.loadCubemap(paths)
Section titled “Texture.loadCubemap(paths)”Static method.
Returns: Num — a cube handle for
Graphics.setEnvironmentMap; 0 on failure (falsy —
check it).
Parameters:
paths(List) — exactly 6 image paths, one per cube face, in order +X, -X, +Y, -Y, +Z, -Z. All faces must be the same square size; any size mismatch or read/decode failure returns0.
Load six face images into an environment cubemap (engine PLM-241 / ADR 0076). Feed the returned handle to
Graphics.setEnvironmentMap and select the cubemap sky
with Graphics.setSky(name, 1, []).
import "engine" for Texture, Graphics
var cube = Texture.loadCubemap([ "textures/cube/px.png", "textures/cube/nx.png", // +X, -X "textures/cube/py.png", "textures/cube/ny.png", // +Y, -Y "textures/cube/pz.png", "textures/cube/nz.png"]) // +Z, -Zif (cube == 0) System.print("cubemap failed to load")Graphics.setEnvironmentMap(cube)The cube currently feeds the cubemap sky; sampling it from lit
shaders for reflections (IBL) is a follow-up (ADR 0076 §5). Cube handles live in their own map, separate
from the 2D Texture.load path.