12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 |
- :github_url: hide
- .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the TextureArray.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_TextureArray:
- TextureArray
- ============
- **Inherits:** :ref:`TextureLayered<class_TextureLayered>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
- Array of textures stored in a single primitive.
- Description
- -----------
- ``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>`.
- ``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):
- ::
- shader_type canvas_item;
-
- uniform sampler2DArray tex;
- uniform int index;
-
- void fragment() {
- COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
- }
- Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
- **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:
- ::
- shader_type spatial;
-
- uniform sampler2DArray tex : hint_albedo;
- uniform int index;
-
- void fragment() {
- ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
- }
- **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.
- Methods
- -------
- +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | 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 **)** |
- +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- Method Descriptions
- -------------------
- .. _class_TextureArray_method_create:
- - 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 **)**
- 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.
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
|