pub struct MediaPayloads<'a> {
pub textures: &'a [TextureImage],
pub text_atlases: Vec<(u32, u32, Vec<u8>)>,
pub env_map_bytes: Option<&'a [u8]>,
pub color_lut_bytes: Option<&'a [u8]>,
}Expand description
Decoded image payloads: texture pools, glyph atlases, and the serialised IBL / grading payloads (None = the backend binds identity fallbacks).
Fields§
§textures: &'a [TextureImage]Decoded textures for the shared handle-indexed pool: one TextureImage
per slot carrying its GPU format and mip chain. Every texture – albedo,
normal map, emissive/ORM, terrain secondary – lives here once at its
handle; the backend appends a flat-normal fallback past the last entry for
normal-less draws. RGBA8 images regenerate mips on upload; block-
compressed images upload their chain verbatim.
text_atlases: Vec<(u32, u32, Vec<u8>)>Glyph atlas textures for text rendering; empty = no text support.
env_map_bytes: Option<&'a [u8]>Serialised EnvironmentMap payload (irradiance + prefilter cubemaps). None disables IBL; the runtime binds 1x1 grey fallback cubes.
color_lut_bytes: Option<&'a [u8]>Serialised ColorLut payload (3D grading LUT). None = identity LUT.