import type { Texture } from "./Texture"
import type { Mesh } from "../scene/Mesh"

/** How a surface is drawn: which texture, and whether back-faces are culled.
 *  (Alpha-cutout is global in the `Rasterizer`.) A `Material` is shared by every
 *  draw that uses it, so the renderer no longer needs to know content by name. */
export type Material = { texture: Texture; cull: boolean }

/** A baked mesh paired with the material it draws with. A chunk (or any baked
 *  batch) is just a list of these, so adding a new surface/texture is data, not a
 *  new branch in the render loop. */
export type DrawGroup = { mesh: Mesh; material: Material }
