The UVs are part of the asset.
KHR_texture_transform lets a glTF textureInfo carry atlas offsets, scale, rotation, and a UV-set override.
The real loader turns those declarations into cloned Three.js textures, so one image can serve several material layouts.
Building four atlas panels and a loader-parsed texture-transform asset…
- backend
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- maps
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- channels
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- focus
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- frame ms
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The loader will map the textureInfo extension before the first frame.
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The extension changes texture sampling coordinates; it does not modify vertex UV buffers or create a second image.
The study uses GLTFLoader's native KHR_texture_transform path and tracks the base image plus every cloned texture for explicit release.
Derived from the official glTF loader example, GLTFLoader, Texture, and the Khronos KHR_texture_transform contract. Use ?forceWebGL=1 to inspect the labeled WebGL2 reference.
The renderer or loader could not create the study.