ReadonlyidUnique object identifier (represents location in GPU picking texture).
Replaces the material on the mesh with a GPU picking material. Combined with a call to assignUVKind this will ensure that the mesh is rendered with a unique color.
Mesh to relace material on.
Replaces the UV coordiates on the specified mesh. Combined with a call to assignGpuPickingMaterial this will make sure that the mesh is rendered with a unique color.
Mesh to replace UV coordinates on.
Replaces both material and UV coordinates on the specified mesh. Ensures that the mesh is rendered with a unique color.
Mesh to render with a unique color.
Releases the resource that ensures that this TextureObject has a unique color. This makes it possible to create new TextureObject that represents this resource. This does not mean that any mesh that was modified by assignUVKind, assignGpuPickingMaterial or buildGpuPickable is restored in any way. They will still have the same UV coordinates and material. It is up to the caller to ensure that the mesh gets other values if needed. Same thing as calling Materials.deleteGpuTextureObject(this).
Represents a single object (hence a single pixel) in the GPU picking texture. Should be created by calling to Materials.createGpuTextureObject instead of using constructor directly.