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Document creating Texture2DArray, Cubemap and CubemapArray from code
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@@ -15,6 +15,39 @@
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<description>
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Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
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Each [Image] represents one [code]layer[/code].
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[codeblock]
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# Fill in an array of Images with different colors.
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var images = []
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const LAYERS = 6
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for i in LAYERS:
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var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)
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if i % 3 == 0:
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image.fill(Color.RED)
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elif i % 3 == 1:
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image.fill(Color.GREEN)
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else:
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image.fill(Color.BLUE)
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images.push_back(image)
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# Create and save a 2D texture array. The array of images must have at least 1 Image.
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var texture_2d_array = Texture2DArray.new()
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texture_2d_array.create_from_images(images)
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ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS)
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# Create and save a cubemap. The array of images must have exactly 6 Images.
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# The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
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# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
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var cubemap = Cubemap.new()
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cubemap.create_from_images(images)
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ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS)
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# Create and save a cubemap array. The array of images must have a multiple of 6 Images.
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# Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
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# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
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var cubemap_array = CubemapArray.new()
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cubemap_array.create_from_images(images)
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ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS)
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[/codeblock]
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</description>
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</method>
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<method name="update_layer">
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