Taos API Reference
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    Interface GlyphTrailTables

    CPU-precomputed font/word tables uploaded to GPU storage buffers so the particle glyph_trail shader can typeset words along trails without doing any string layout on the GPU. All metrics stay in atlas pixels; the shader scales them to world units.

    interface GlyphTrailTables {
        glyphTable: Float32Array;
        wordTable: Float32Array;
        maxGlyphs: number;
        numWords: number;
        emPx: number;
    }
    Index

    Properties

    glyphTable: Float32Array

    8 floats per glyph: u0, v0, u1, v1, centerX, centerY, halfW, halfH (atlas px).

    wordTable: Float32Array

    4 floats per word: glyphStart, glyphCount, widthPx, 0.

    maxGlyphs: number

    Maximum glyph count across all words — drives the per-particle vertex count.

    numWords: number
    emPx: number

    Em height (ascent + descent, atlas px) — scale = worldHeight / emPx.