One rectangular texture-atlas frame.
Pixel coordinates use the conventional top-left image origin. UV conversion accounts for the texture's flipY policy so the same frame data works through WebGL2 and WebGPU.
flipY
Readonly
Write the normalized [u, v, width, height] transform consumed by SpriteMaterial.
[u, v, width, height]
Reusable four-component output.
Static
Create a frame covering the complete texture.
One rectangular texture-atlas frame.
Pixel coordinates use the conventional top-left image origin. UV conversion accounts for the texture's
flipYpolicy so the same frame data works through WebGL2 and WebGPU.