Taos API Reference
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    Class BlockTextureOffsetData

    Per-block atlas tile coordinates for each face group, plus an optional uniform sRGB tint multiplied into the sampled albedo at render time.

    Grass/leaves atlas tiles are a grayscale mask (e.g. grass top) and rely on a per-biome color multiplier. We apply it per BlockType rather than per-biome — good enough until biome-blended tints are added.

    Index

    Constructors

    Properties

    blockType: BlockType
    sideFace: Vec2
    bottomFace: Vec2
    topFace: Vec2
    tint: Vec3

    sRGB 0..1 color multiplied into the sampled albedo; (1,1,1) = no tint.