The Design Idea Behind "BaseTexture--InternalTexture " Structure

Why Babylon does not use InternalTexture directly, but BaseTexture and its derived classes?
It seems BaseTexture is just an wrapper of InternalTexture
I want to know the design idea behind thus structure.

Thansk a lot.

Many BaseTexture can wrap the same InternalTexture to for instance rely on different matrices/wrapping/coordinates mode and so on.

It helps not having to duplicate the underlying glTexture.


ok, understood
Thanks @sebavan
But i doult in which situation we should to apply different parameters on the same InternalTexture.
Is there any demos for this use case?

You should normally never rely on internal texture directly. This is mostly for internal use only in the framework.

OK, got it
thank you a lot

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