Documentation
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Overview ¶
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the Images, 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. To create a Texture2DArray from code, use ImageTextureLayered.CreateFromImages on an instance of the Texture2DArray class.
Index ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsImageTextureLayered() ImageTextureLayered.Instance
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsTexture() Texture.Instance
- func (self *Extension[T]) AsTexture2DArray() Instance
- func (self *Extension[T]) AsTextureLayered() TextureLayered.Instance
- type ID
- type Instance
- func (self Instance) AsImageTextureLayered() ImageTextureLayered.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsTexture() Texture.Instance
- func (self Instance) AsTexture2DArray() Instance
- func (self Instance) AsTextureLayered() TextureLayered.Instance
- func (self Instance) CreatePlaceholder() Resource.Instance
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsImageTextureLayered ¶
func (self *Extension[T]) AsImageTextureLayered() ImageTextureLayered.Instance
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsTexture2DArray ¶
func (*Extension[T]) AsTextureLayered ¶
func (self *Extension[T]) AsTextureLayered() TextureLayered.Instance
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.Texture2DArray
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsImageTextureLayered ¶
func (self Instance) AsImageTextureLayered() ImageTextureLayered.Instance
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsTexture2DArray ¶
func (Instance) AsTextureLayered ¶
func (self Instance) AsTextureLayered() TextureLayered.Instance
func (Instance) CreatePlaceholder ¶
Creates a placeholder version of this resource (PlaceholderTexture2DArray).