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- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/TextureArray.xml.
- .. _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.
- .. rst-class:: classref-introduction-group
- 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.
- .. rst-class:: classref-reftable-group
- Methods
- -------
- .. table::
- :widths: auto
- +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | 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 **)** |
- +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Method Descriptions
- -------------------
- .. _class_TextureArray_method_create:
- .. rst-class:: classref-method
- 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.)`
- .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
|