diff options
Diffstat (limited to 'doc/classes/Texture2DArray.xml')
-rw-r--r-- | doc/classes/Texture2DArray.xml | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index 113f37f974..6c9fb55bef 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -4,9 +4,18 @@ A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels. </brief_description> <description> - A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. + 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. 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. </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture2DArray]). + </description> + </method> + </methods> </class> |