2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
31 lines
1.5 KiB
XML
31 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AtlasTexture" inherits="Texture" version="3.2">
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<brief_description>
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Packs multiple small textures in a single, bigger one. Helps to optimize video memory costs and render calls.
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</brief_description>
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<description>
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[Texture] resource aimed at managing big textures files that pack multiple smaller textures. Consists of a [Texture], a margin that defines the border width, and a region that defines the actual area of the AtlasTexture.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="atlas" type="Texture" setter="set_atlas" getter="get_atlas">
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The texture that contains the atlas. Can be any [Texture] subtype.
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</member>
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<member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip" default="false">
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If [code]true[/code], clips the area outside of the region to avoid bleeding of the surrounding texture pixels.
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</member>
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<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
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<member name="margin" type="Rect2" setter="set_margin" getter="get_margin" default="Rect2( 0, 0, 0, 0 )">
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The margin around the region. The [Rect2]'s [member Rect2.size] parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin.
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</member>
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<member name="region" type="Rect2" setter="set_region" getter="get_region" default="Rect2( 0, 0, 0, 0 )">
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The AtlasTexture's used region.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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