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