class_texturearray.rst 1.6 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.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.
  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:
  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. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  23. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  24. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`