diff options
Diffstat (limited to 'doc/classes/ImageTexture.xml')
-rw-r--r-- | doc/classes/ImageTexture.xml | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index 2bea482bc1..5fef56e354 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -18,11 +18,11 @@ var texture = load("res://icon.png") $Sprite2D.texture = texture [/codeblock] - This is because images have to be imported as [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method. - But do note that the image data can still be retrieved from an imported texture as well using the [method Texture2D.get_data] method, which returns a copy of the data: + This is because images have to be imported as a [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method. + [b]Note:[/b] The image can be retrieved from an imported texture using the [method Texture2D.get_image] method, which returns a copy of the image: [codeblock] var texture = load("res://icon.png") - var image : Image = texture.get_data() + var image : Image = texture.get_image() [/codeblock] An [ImageTexture] is not meant to be operated from within the editor interface directly, and is mostly useful for rendering images on screen dynamically via code. If you need to generate images procedurally from within the editor, consider saving and importing images as custom texture resources implementing a new [EditorImportPlugin]. [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. |