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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CurveTexture" inherits= "Texture2D" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A texture that shows a curve.
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</brief_description>
<description >
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Renders a given [Curve] provided to it. Simplifies the task of drawing curves and/or saving them as image files.
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If you need to store up to 3 curves within a single texture, use [CurveXYZTexture] instead. See also [GradientTexture1D] and [GradientTexture2D].
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</description>
<tutorials >
</tutorials>
<members >
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<member name= "curve" type= "Curve" setter= "set_curve" getter= "get_curve" >
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The [Curve] that is rendered onto the texture.
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</member>
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<member name= "texture_mode" type= "int" setter= "set_texture_mode" getter= "get_texture_mode" enum= "CurveTexture.TextureMode" default= "0" >
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The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
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</member>
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<member name= "width" type= "int" setter= "set_width" getter= "get_width" default= "256" >
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The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
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</member>
</members>
<constants >
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<constant name= "TEXTURE_MODE_RGB" value= "0" enum= "TextureMode" >
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Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
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</constant>
<constant name= "TEXTURE_MODE_RED" value= "1" enum= "TextureMode" >
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Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
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</constant>
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</constants>
</class>