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 }