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That is small enough to\nwrite down. TextureScript treats a texture as text: a grid of 16 rows of 16 characters, where\neach character names a shade from a palette.",[158,159,161],"h2",{"id":160},"what-text-buys","What text buys",[154,163,164,168],{},[165,166,167],"strong",{},"Anyone who can write can draw."," A language model cannot move a mouse in a paint program, but\nit can write 16 lines of 16 characters. Grids make an agent a first-class author, not a helper\nthat describes what a person should draw.",[154,170,171,174,175,179,180,183,184,187],{},[165,172,173],{},"Every pixel is addressable."," A critique can say \"rows 3 to 5, columns 10 to 12, use ",[176,177,178],"code",{},"c","\ninstead of ",[176,181,182],{},"d","\", and the fix is an exact edit. Tools name pixels as ",[176,185,186],{},"(column,row)"," for the same\nreason.",[154,189,190,193,194,197],{},[165,191,192],{},"Changes are reviewable."," A grid diffs line by line in git. Two drafts can be compared by\nreading them, and ",[176,195,196],{},"diff"," shows which pixels a fix touched.",[154,199,200,203],{},[165,201,202],{},"Colours stay disciplined."," Keys stand for shades of a material, not arbitrary colours. A grid\ncannot introduce a stray colour by accident; to change a colour you change the palette, and\nevery texture of the family follows.",[154,205,206,209],{},[165,207,208],{},"Rendering is deterministic."," The same grid always gives the same PNG, so a texture can be\nregenerated, checked in CI or compared byte for byte.",[158,211,213],{"id":212},"what-text-costs","What text costs",[154,215,216],{},"Text is a poor medium for judging a picture. A grid tells you where pixels are, not whether the\nplant reads as corn. So TextureScript never stops at the grid: every render writes a ×16 preview\nto look at, and crops are judged in a 3D scene beside vanilla blocks. 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