godot/doc/classes/ImageTextureLayered.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTextureLayered" inherits="TextureLayered" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
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</brief_description>
<description>
Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
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</description>
<tutorials>
</tutorials>
<methods>
<method name="create_from_images">
<return type="int" enum="Error" />
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<param index="0" name="images" type="Image[]" />
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<description>
Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
Each [Image] represents one [code]layer[/code].
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</description>
</method>
<method name="update_layer">
<return type="void" />
<param index="0" name="image" type="Image" />
<param index="1" name="layer" type="int" />
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<description>
Replaces the existing [Image] data at the given [param layer] with this new image.
The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images.
If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
The update is immediate: it's synchronized with drawing.
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</description>
</method>
</methods>
</class>