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			21 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="Texture2DArray" inherits="ImageTextureLayered" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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| 	<brief_description>
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| 		A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
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| 	</brief_description>
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| 	<description>
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| 		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.
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| 		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.
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| 		To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="create_placeholder" qualifiers="const">
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| 			<return type="Resource" />
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| 			<description>
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| 				Creates a placeholder version of this resource ([PlaceholderTexture2DArray]).
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| 			</description>
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| 		</method>
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| 	</methods>
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| </class>
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