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								<?xml version="1.0" encoding="UTF-8" ?> 
							 
						 
					
						
							
								
									
										
										
										
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								<class  name= "ImageTextureLayered"  inherits= "TextureLayered"  xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance"  xsi:noNamespaceSchemaLocation= "../class.xsd" > 
							 
						 
					
						
							
								
									
										
										
										
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									<brief_description > 
							 
						 
					
						
							
								
									
										
										
										
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										Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
							 
						 
					
						
							
								
									
										
										
										
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									</brief_description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<description > 
							 
						 
					
						
							
								
									
										
										
										
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										Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
							 
						 
					
						
							
								
									
										
										
										
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									</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<tutorials > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									</tutorials> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<methods > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										<method  name= "create_from_images" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "int"  enum= "Error"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<param  index= "0"  name= "images"  type= "Image[]"  /> 
							 
						 
					
						
							
								
									
										
										
										
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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]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# Fill in an array of Images with different colors.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												var images = []
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const LAYERS = 6
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for i in LAYERS:
							 
						 
					
						
							
								
									
										
										
										
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													var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if i % 3 == 0:
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														image.fill(Color.RED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													elif i % 3 == 1:
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														image.fill(Color.GREEN)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													else:
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														image.fill(Color.BLUE)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													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.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												var texture_2d_array = Texture2DArray.new()
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												texture_2d_array.create_from_images(images)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# Create and save a cubemap. The array of images must have exactly 6 Images.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												var cubemap = Cubemap.new()
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												cubemap.create_from_images(images)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# Create and save a cubemap array. The array of images must have a multiple of 6 Images.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												var cubemap_array = CubemapArray.new()
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												cubemap_array.create_from_images(images)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												[/codeblock]
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										<method  name= "update_layer" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "void"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<param  index= "0"  name= "image"  type= "Image"  /> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<param  index= "1"  name= "layer"  type= "int"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Replaces the existing [Image] data at the given [param layer] with this new image.
							 
						 
					
						
							
								
									
										
										
										
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												The given [Image] must have the same width, height, image format, and mipmapping flag as the rest of the referenced images.
							 
						 
					
						
							
								
									
										
										
										
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												If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
							 
						 
					
						
							
								
									
										
										
										
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												The update is immediate: it's synchronized with drawing.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									</methods> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								</class>