Document Texture, CompressedTexture and Placeholder classes

This commit is contained in:
Hugo Locurcio
2022-10-24 23:19:32 +02:00
parent 340fb33e54
commit 17e75c830f
24 changed files with 155 additions and 21 deletions

View File

@@ -4,8 +4,9 @@
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
</brief_description>
<description>
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending.
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>