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).
32 lines
1.9 KiB
XML
32 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CurveTexture" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A texture that shows a curve.
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</brief_description>
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<description>
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Renders a given [Curve] provided to it. Simplifies the task of drawing curves and/or saving them as image files.
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If you need to store up to 3 curves within a single texture, use [CurveXYZTexture] instead. See also [GradientTexture1D] and [GradientTexture2D].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
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The [Curve] that is rendered onto the texture.
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</member>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
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<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
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The format the texture should be generated with. When passing a CurveTexture as an input to a [Shader], this may need to be adjusted.
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</member>
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<member name="width" type="int" setter="set_width" getter="get_width" default="256">
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The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
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</member>
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</members>
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<constants>
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<constant name="TEXTURE_MODE_RGB" value="0" enum="TextureMode">
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Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
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</constant>
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<constant name="TEXTURE_MODE_RED" value="1" enum="TextureMode">
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Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
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</constant>
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</constants>
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</class>
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