What is in scope?
For A-Frame, define the asset, destination, and release condition before editing. Keep a clean source copy and state why decoded GPU memory is relevant to texture budget.
Plan texture budget for A-Frame. Review the source, test the destination export, and document settings, evidence, and open risks.
For A-Frame, define the asset, destination, and release condition before editing. Keep a clean source copy and state why decoded GPU memory is relevant to texture budget.
For texture budget in A-Frame, treat unresolved maximum resolution as blocking. Decide whether it needs a technical fix, additional evidence, or a qualified reviewer.
For texture budget, require a representative result in A-Frame, the accepted export settings, and a clear outcome for mip behavior. Record who approved the final package.
Treat this as a focused delivery check: for A-Frame, begin with decoded GPU memory, then test maximum resolution and mip behavior in the actual destination. Keep the accepted export settings and any unresolved texture budget risks with the source file.
Open the original file before making changes. For A-Frame, record its format, units, dependencies, and current decoded GPU memory so the texture budget pass has a reliable baseline.
During texture budget for A-Frame, establish the expected state of decoded GPU memory. Resolve or document any gap before moving on to maximum resolution.
Do not rely on the authoring viewport alone. For texture budget, load a representative export in A-Frame and verify maximum resolution together with mip behavior.
For A-Frame, keep the accepted export, its settings, and a short note about unresolved risks. Name the person responsible for the final review of texture budget.
| texture budget check for A-Frame | A-Frame pass condition for texture budget | Evidence to keep for A-Frame texture budget |
|---|---|---|
| decoded GPU memory during texture budget for A-Frame | For A-Frame texture budget, the source and revised asset use an agreed value for decoded GPU memory. | Keep A-Frame texture budget before-and-after values and the setting that changed. |
| maximum resolution during texture budget for A-Frame | The texture budget result for maximum resolution matches the expected behavior in A-Frame, not only in the editor. | Keep target-side evidence for A-Frame texture budget, such as an import log or captured test. |
| mip behavior during texture budget for A-Frame | The recorded result for mip behavior meets the A-Frame release requirement for this texture budget job. | Keep the accepted A-Frame result and the reviewer name for texture budget. |
| texture set count after texture budget for A-Frame | The texture budget handoff for A-Frame contains only the files needed downstream. | Keep the A-Frame export preset, fallback, dependencies, and open risks from texture budget. |
An asset can look correct in its source application and still fail after import into A-Frame. Treat texture budget as a translation problem between tools, with decoded GPU memory and maximum resolution checked on both sides.
For A-Frame, check color space, channel packing, texture resolution, and shader assumptions as one system. A texture budget pass should set a measurable budget and explain any visible compromise.
Set limits for GPU memory, maximum resolution, mip behavior, channel packing, and the number of unique texture sets. Apply this texture budget guidance to the actual A-Frame delivery path.
During texture budget, compare the source and destination values for decoded GPU memory. Do not continue until the difference is explained and assigned to the asset or the A-Frame pipeline.
For texture budget, capture the A-Frame result and isolate the responsible layer. A clean authoring preview is not proof when the exported maximum resolution result no longer matches the baseline.
Define an observable texture budget result or move the decision to a qualified A-Frame reviewer. Do not hide an unresolved mip behavior risk behind a general “ready” status.
For A-Frame, start with decoded GPU memory on the untouched source file. It gives you a baseline before the texture budget pass changes geometry, materials, metadata, or export settings.
During texture budget for A-Frame, record the source format, units, texture locations, material slots, exporter, destination version, and observed maximum resolution behavior.
The texture budget pass is complete when decoded GPU memory, maximum resolution, and mip behavior have been tested in A-Frame, the export opens correctly, and remaining review has an owner.
For A-Frame, use a qualified reviewer during texture budget when mip behavior cannot be verified automatically or when licensing, device, marketplace, or domain rules affect approval.