21 lines
1.5 KiB
XML
21 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
|
|
</brief_description>
|
|
<description>
|
|
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
|
|
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
|
|
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="create_placeholder" qualifiers="const">
|
|
<return type="Resource" />
|
|
<description>
|
|
Creates a placeholder version of this resource ([PlaceholderTexture2DArray]).
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
</class>
|