charturbo - v0.1.0
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    Interface ObjectPbrMapsDescriptor

    glTF-style PBR material maps (used by the 'pbr' shading model only; classic shading ignores them). Every map is sampled with the base map's uvs and mapRepeat / mapOffset. Texture ids come from loadTexture / createDataTexture; null (or 0) clears a slot. Metallic-roughness, normal and occlusion maps are linear data; the emissive map is sRGB color.

    interface ObjectPbrMapsDescriptor {
        aoMap?: number | null;
        aoStrength?: number;
        emissiveColor?: RgbTuple;
        emissiveMap?: number | null;
        metallicRoughnessMap?: number | null;
        normalMap?: number | null;
        normalScale?: number;
    }

    Hierarchy (View Summary)

    Index
    aoMap?: number | null

    Ambient occlusion in the red channel; darkens environment (indirect) light only

    aoStrength?: number

    0..1 (default 1): 1 + aoStrength * (ao - 1)

    emissiveColor?: RgbTuple

    Linear emitted color (default [0, 0, 0], components 0..1000). When non-black it replaces the PBR color * emissive glow with emissiveColor * emissiveMap (glTF emissiveFactor)

    emissiveMap?: number | null

    sRGB emissive texture multiplying emissiveColor (no effect while emissiveColor is black)

    metallicRoughnessMap?: number | null

    Blue = metalness, green = roughness, multiplying metallic / roughness

    normalMap?: number | null

    Tangent-space normal map (OpenGL / glTF convention: green = up in the image)

    normalScale?: number

    Scales the normal map's x / y (default 1; clamped to [-16, 16])