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feat(cientos): <Decal> baked-texture export pipeline #1414

Description

@alvarosabu

Follow-up from the <Decal> roadmap (previously tracked in packages/cientos/src/core/abstractions/Decal/ROADMAP.md).

Use case

Production scenes that don't need runtime decal editing should pay zero runtime cost — no extra geometry, no extra draw call.

Approach

Render every committed decal into the parent mesh's UV space (offscreen target), composite onto a copy of the host material's base map. Ship that single baked texture in production.

  • Win: runtime sees a normal mesh with a normal material — massive scale-out for many decals.
  • Pipeline: offline / one-shot (editor commit hook, or a CLI). Re-bake on any decal edit.

Friction

  • Needs a UV-2-aware unwrap on the parent (or a second UV channel reserved for decals).
  • Padding required to avoid bleeding seams.
  • Loses runtime edit / reorder — bakes are immutable until the next bake.

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    cientosIssues related to @tresjs/cientosfeaturep2-to-be-discussedEnhancement under consideration (priority)pending-triageTicket is pending to be prioritised

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