godot/doc/classes/TextureArray.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureArray" inherits="TextureLayered" version="3.3">
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<brief_description>
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Array of textures stored in a single primitive.
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</brief_description>
<description>
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[TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases.
[TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example:
[codeblock]
shader_type canvas_item;
uniform sampler2DArray tex;
uniform int index;
void fragment() {
COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
}
[/codeblock]
Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
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</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>