117 lines
4.6 KiB
XML
117 lines
4.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureLayered" inherits="Resource" version="3.4">
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<brief_description>
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Base class for 3D texture types.
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</brief_description>
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<description>
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Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer specifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
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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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</return>
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<argument index="0" name="width" type="int">
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</argument>
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<argument index="1" name="height" type="int">
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</argument>
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<argument index="2" name="depth" type="int">
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</argument>
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<argument index="3" name="format" type="int" enum="Image.Format">
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</argument>
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<argument index="4" name="flags" type="int" default="4">
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</argument>
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<description>
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Creates the [Texture3D] or [TextureArray] with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum Flags] enumerator for [code]flags[/code] options.
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</description>
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</method>
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<method name="get_depth" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
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</description>
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</method>
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<method name="get_format" qualifiers="const">
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<return type="int" enum="Image.Format">
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</return>
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<description>
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Returns the current format being used by this texture. See [enum Image.Format] for details.
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</description>
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</method>
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<method name="get_height" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the height of the texture. Height is typically represented by the Y-axis.
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</description>
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</method>
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<method name="get_layer_data" qualifiers="const">
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<return type="Image">
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</return>
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<argument index="0" name="layer" type="int">
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</argument>
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<description>
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Returns an [Image] resource with the data from specified [code]layer[/code].
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</description>
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</method>
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<method name="get_width" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the width of the texture. Width is typically represented by the X-axis.
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</description>
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</method>
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<method name="set_data_partial">
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<return type="void">
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</return>
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<argument index="0" name="image" type="Image">
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</argument>
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<argument index="1" name="x_offset" type="int">
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</argument>
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<argument index="2" name="y_offset" type="int">
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</argument>
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<argument index="3" name="layer" type="int">
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</argument>
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<argument index="4" name="mipmap" type="int" default="0">
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</argument>
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<description>
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Partially sets the data for a specified [code]layer[/code] by overwriting using the data of the specified [code]image[/code]. [code]x_offset[/code] and [code]y_offset[/code] determine where the [Image] is "stamped" over the texture. The [code]image[/code] must fit within the texture.
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</description>
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</method>
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<method name="set_layer_data">
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<return type="void">
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</return>
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<argument index="0" name="image" type="Image">
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</argument>
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<argument index="1" name="layer" type="int">
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</argument>
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<description>
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Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
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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="data" type="Dictionary" setter="_set_data" getter="_get_data" default="{"depth": 0,"flags": 4,"format": 37,"height": 0,"layers": [ ],"width": 0}">
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Returns a dictionary with all the data used by this texture.
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</member>
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<member name="flags" type="int" setter="set_flags" getter="get_flags" default="4">
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Specifies which [enum Flags] apply to this texture.
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</member>
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</members>
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<constants>
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<constant name="FLAG_MIPMAPS" value="1" enum="Flags">
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Texture will generate mipmaps on creation.
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</constant>
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<constant name="FLAG_REPEAT" value="2" enum="Flags">
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Texture will repeat when UV used is outside the 0-1 range.
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</constant>
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<constant name="FLAG_FILTER" value="4" enum="Flags">
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Use filtering when reading from texture. Filtering smooths out pixels. Turning filtering off is slightly faster and more appropriate when you need access to individual pixels.
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</constant>
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<constant name="FLAGS_DEFAULT" value="4" enum="Flags">
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Equivalent to [constant FLAG_FILTER].
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</constant>
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</constants>
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</class>
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