51 lines
2.4 KiB
XML
51 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureArray" inherits="TextureLayered" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Array of textures stored in a single primitive.
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</brief_description>
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<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. See also [Texture3D].
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[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 (2D):
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[codeblock]
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shader_type canvas_item;
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uniform sampler2DArray tex;
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uniform int index;
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void fragment() {
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COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
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}
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[/codeblock]
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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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[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out:
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[codeblock]
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shader_type spatial;
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uniform sampler2DArray tex : hint_albedo;
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uniform int index;
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void fragment() {
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ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
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}
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[/codeblock]
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[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create">
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<return type="void" />
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<argument index="0" name="width" type="int" />
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<argument index="1" name="height" type="int" />
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<argument index="2" name="depth" type="int" />
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<argument index="3" name="format" type="int" enum="Image.Format" />
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<argument index="4" name="flags" type="int" default="7" />
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<description>
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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.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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