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authorRémi Verschelde <rverschelde@gmail.com>2022-10-05 08:29:17 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-10-05 08:29:17 +0200
commit57d7e35370cea95aa8c44d79abd36ad673972410 (patch)
treede6a50b555f0b17437ed6cb027393b69ae03be29 /doc/classes/AtlasTexture.xml
parent47c0fe5cd65f5edcfb1d8cda5d13bd7da74eb943 (diff)
parent1518d813beaa918abe9b60eee8b44e75ba150efb (diff)
Merge pull request #66509 from Mickeon/yes
Support chaining AtlasTextures inside other AtlasTextures
Diffstat (limited to 'doc/classes/AtlasTexture.xml')
-rw-r--r--doc/classes/AtlasTexture.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 4794c8ef14..809d983a9d 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -6,13 +6,13 @@
<description>
[Texture2D] resource that draws only part of its [member atlas] texture, as defined by the [member region]. An additional [member margin] can also be set, which is useful for small adjustments.
Multiple [AtlasTexture] resources can be cropped from the same [member atlas]. Packing many smaller textures into a singular large texture helps to optimize video memory costs and render calls.
- [b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and does not work properly if used inside of other [AtlasTexture] resources.
+ [b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may not tile properly in nodes such as [TextureRect], when inside other [AtlasTexture] resources.
</description>
<tutorials>
</tutorials>
<members>
<member name="atlas" type="Texture2D" setter="set_atlas" getter="get_atlas">
- The texture that contains the atlas. Can be any type inheriting from [Texture2D]. Nesting [AtlasTexture] resources is not supported.
+ The texture that contains the atlas. Can be any type inheriting from [Texture2D], including another [AtlasTexture].
</member>
<member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip" default="false">
If [code]true[/code], the area outside of the [member region] is clipped to avoid bleeding of the surrounding texture pixels.