The 2D layer · interface
SpriteRun
A run of consecutive instances that share a texture.
Explained in Sprites and tilemaps.
interface SpriteRunimport type { SpriteRun } from '@driftengine/ui2d';In depth
Runs exist because the number to hold down is material changes rather than draws: a tilemap over one sheet is one run however many thousand tiles it is, and a run boundary is the only place the pass has to touch the GPU between them.
Properties
| Name | Type | Description |
|---|---|---|
texturereadonly | number | |
firstreadonly | number | |
countreadonly | number |