godot/doc/classes/TextureArray.xml

28 lines
1.0 KiB
XML
Raw Normal View History

2018-08-20 22:35:30 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureArray" inherits="TextureLayered" version="3.4">
2018-08-20 22:35:30 +00:00
<brief_description>
2020-01-26 05:59:51 +00:00
Array of textures stored in a single primitive.
2018-08-20 22:35:30 +00:00
</brief_description>
<description>
2021-04-19 07:21:37 +00:00
[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.
2018-08-20 22:35:30 +00:00
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>