godot/doc/classes/TextureArray.xml
2021-08-12 23:56:03 +08:00

39 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureArray" inherits="TextureLayered" version="3.4">
<brief_description>
Array of textures stored in a single primitive.
</brief_description>
<description>
[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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="create">
<return type="void" />
<argument index="0" name="width" type="int" />
<argument index="1" name="height" type="int" />
<argument index="2" name="depth" type="int" />
<argument index="3" name="format" type="int" enum="Image.Format" />
<argument index="4" name="flags" type="int" default="7" />
<description>
Creates the TextureArray with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/code] options.
</description>
</method>
</methods>
<constants>
</constants>
</class>