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70 lines
3.4 KiB
ReStructuredText
70 lines
3.4 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the TextureArray.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_TextureArray:
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TextureArray
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============
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**Inherits:** :ref:`TextureLayered<class_TextureLayered>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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Array of textures stored in a single primitive.
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Description
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-----------
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``TextureArray``\ s store an array of :ref:`Image<class_Image>`\ s in a single :ref:`Texture<class_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 :ref:`Texture3D<class_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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::
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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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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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**Note:** When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint (``hint_albedo``) should be used to prevent colors from looking washed out:
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::
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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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**Note:** ``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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Methods
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-------
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+------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`create<class_TextureArray_method_create>` **(** :ref:`int<class_int>` width, :ref:`int<class_int>` height, :ref:`int<class_int>` depth, :ref:`Format<enum_Image_Format>` format, :ref:`int<class_int>` flags=7 **)** |
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+------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Method Descriptions
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-------------------
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.. _class_TextureArray_method_create:
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- void **create** **(** :ref:`int<class_int>` width, :ref:`int<class_int>` height, :ref:`int<class_int>` depth, :ref:`Format<enum_Image_Format>` format, :ref:`int<class_int>` flags=7 **)**
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Creates the TextureArray with specified ``width``, ``height``, and ``depth``. See :ref:`Format<enum_Image_Format>` for ``format`` options. See :ref:`Flags<enum_TextureLayered_Flags>` enumerator for ``flags`` options.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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