Builtin Library
README.md
texture.cells (procNode)
One point per texel of a width by height image, row by row from the top left, each carrying its column as x and its
row as y. The texture nodes write a colour onto these points and hand the colour column on as the image's texels;
an author building a texture of their own does the same.
The points are the cells of a grid.box one texel deep (width by height by 1 cells, centred on the origin), so
point i is the texel at column i % width and row floor(i / width).
Inputs
width(Float, default 64, min 1): texels across. Below 1 reads as 1; a fraction is rounded down.height(Float, default 64, min 1): texels down. Below 1 reads as 1; a fraction is rounded down.
Outputs
A call answers a record by output name.
cells(Grid): the texel points, carryingx(the column) andy(the row) as Floats.width(Float): the width as read, a whole number at least 1.height(Float): the height as read, a whole number at least 1.
Example
local image = g.texture.cells({ width = 32, height = 16 })
local cells = image.cells
cells.point.texel = g.math.vec4(cells.point.x / image.width, cells.point.y / image.height, 0, 1)
local texture = { width = image.width, height = image.height, format = "rgba32f", texels = cells.point.texel }