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RealityFoundation · IOS API REFERENCE

LightmapResource.AtlasReference

struct · iOS 27.0+ · SDK 27.1

struct AtlasReference

Specifies an area in a lightmap atlas to fetch data from.

Members (9)

get · iOS 27.0+

atlasTextureIndex

TypeScript
get atlasTextureIndex(): number
Swift declaration
var atlasTextureIndex: Int

Index of the atlas within the LightmapResource.

set · iOS 27.0+

atlasTextureIndex

TypeScript
set atlasTextureIndex(value: number)
Swift declaration
var atlasTextureIndex: Int

Index of the atlas within the LightmapResource.

get · iOS 27.0+

atlasTextureSlice

TypeScript
get atlasTextureSlice(): number
Swift declaration
var atlasTextureSlice: Int

Index of the slice within the atlas.

set · iOS 27.0+

atlasTextureSlice

TypeScript
set atlasTextureSlice(value: number)
Swift declaration
var atlasTextureSlice: Int

Index of the slice within the atlas.

get · iOS 27.0+

uvScale

TypeScript
get uvScale(): SDKHandle
Swift declaration
var uvScale: SIMD2<Float>

A scale to apply to lightmap UV attribute before sampling from the slice of the atlas. Note that lightmap textures use the Metal convention: UV (0,0) corresponds to the top-left corner of the image, while UV (1,1) corresponds to the bottom-right.

set · iOS 27.0+

uvScale

TypeScript
set uvScale(value: SDKHandle)
Swift declaration
var uvScale: SIMD2<Float>

A scale to apply to lightmap UV attribute before sampling from the slice of the atlas. Note that lightmap textures use the Metal convention: UV (0,0) corresponds to the top-left corner of the image, while UV (1,1) corresponds to the bottom-right.

get · iOS 27.0+

uvOffset

TypeScript
get uvOffset(): SDKHandle
Swift declaration
var uvOffset: SIMD2<Float>

An offset to apply to lightmap UV attribute before sampling from the slice of the atlas. Note that lightmap textures use the Metal convention: UV (0,0) corresponds to the top-left corner of the image, while UV (1,1) corresponds to the bottom-right.

set · iOS 27.0+

uvOffset

TypeScript
set uvOffset(value: SDKHandle)
Swift declaration
var uvOffset: SIMD2<Float>

An offset to apply to lightmap UV attribute before sampling from the slice of the atlas. Note that lightmap textures use the Metal convention: UV (0,0) corresponds to the top-left corner of the image, while UV (1,1) corresponds to the bottom-right.

init · iOS 27.0+

init

TypeScript
static init(): LightmapResource_AtlasReference
Swift declaration
init()

Skipped declarations

No declarations were skipped in this snapshot.

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