if (textures.length > 0) { constfirstTexture = textures[0]; // Create a TextureParameter referencing the texture by id consttexParam = newEditor.Assets.TextureParameter(firstTexture.id);
// Access the associated Sampler to inspect filtering and wrapping settings constsampler = texParam.sampler; console.log(`TextureParameter for "${firstTexture.name}": filteringMode=${sampler.filteringMode}, mipmapsEnabled=${sampler.mipmapsEnabled}, wrapModeU=${sampler.wrapModeU}`); }
Associates a texture with a sampler for use in a material pass.
Example