Renderer · interface

SurfaceTextureHandle

A caller's image on the device. Opaque for the reason MeshHandle explains.

Explained in Hello world.

interface SurfaceTextureHandle
import type { SurfaceTextureHandle } from '@driftengine/core';

In depth

The boundary it guards is the interesting one: the engine ships no image assets and fetches nothing, so what goes in is a TexImageSource the consumer already has and what comes back is a GPU object with sane sampler state. Where the pixels came from stays theirs.