Renderer · interface
SurfaceTextureHandle
A caller's image on the device. Opaque for the reason MeshHandle explains.
Explained in Hello world.
interface SurfaceTextureHandleimport 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.