class_texturearray.rst 3.4 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the TextureArray.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_TextureArray:
  6. TextureArray
  7. ============
  8. **Inherits:** :ref:`TextureLayered<class_TextureLayered>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
  9. Array of textures stored in a single primitive.
  10. Description
  11. -----------
  12. ``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>`.
  13. ``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):
  14. ::
  15. shader_type canvas_item;
  16. uniform sampler2DArray tex;
  17. uniform int index;
  18. void fragment() {
  19. COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
  20. }
  21. Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
  22. **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:
  23. ::
  24. shader_type spatial;
  25. uniform sampler2DArray tex : hint_albedo;
  26. uniform int index;
  27. void fragment() {
  28. ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
  29. }
  30. **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.
  31. Methods
  32. -------
  33. +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  34. | 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 **)** |
  35. +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  36. Method Descriptions
  37. -------------------
  38. .. _class_TextureArray_method_create:
  39. - 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 **)**
  40. 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.
  41. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  42. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  43. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`