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    Enumeration WrapMode

    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.

    Index
    CLAMP_TO_EDGE: number

    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: number

    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: number

    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.