Clamp to edge wrap mode. UV coordinates outside the [0, 1] range are clamped to the nearest edge of the texture. This stretches the edge pixels outward rather than repeating the texture, and is the default wrap mode for most textures in Phaser.
Mirrored repeat wrap mode. Similar to REPEAT, but the texture is
flipped (mirrored) on each repetition. For example, a texture spanning
UV 0–1 will appear mirrored from 1–2, normal from 2–3, and so on.
This can produce smoother-looking tiling by eliminating visible seams
at tile boundaries.
Repeat wrap mode. The texture tiles seamlessly in both directions when UV coordinates exceed the [0, 1] range. Useful for repeating background patterns or tiling surfaces. Note that the texture dimensions must be powers of two for this mode to work correctly in WebGL.
WebGL Texture Wrap Modes.
These constants define how a texture is sampled when UV coordinates fall outside the standard [0, 1] range. They correspond directly to WebGL texture wrap parameter values and are used when configuring how textures tile or clamp on geometry.