81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
27 lines
1.4 KiB
XML
27 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CompressedTexture3D" inherits="Texture3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Texture with 3 dimensions, optionally compressed.
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</brief_description>
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<description>
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[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system.
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[CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
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See [Texture3D] for a general description of 3D textures.
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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="load">
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<return type="int" enum="Error" />
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<param index="0" name="path" type="String" />
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<description>
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Loads the texture from the specified [param path].
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</description>
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</method>
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</methods>
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<members>
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<member name="load_path" type="String" setter="load" getter="get_load_path" default="""">
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The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file.
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</member>
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</members>
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</class>
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