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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="TextureArray" inherits="TextureLayered" version="3.3">
- <brief_description>
- Array of textures stored in a single primitive.
- </brief_description>
- <description>
- [TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases.
- [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:
- [codeblock]
- shader_type canvas_item;
- uniform sampler2DArray tex;
- uniform int index;
- void fragment() {
- COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
- }
- [/codeblock]
- Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
- </class>
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