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Diffstat (limited to 'doc/classes/Texture2DArray.xml')
-rw-r--r-- | doc/classes/Texture2DArray.xml | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index 6f059b5fbf..113f37f974 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + 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 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. </description> <tutorials> </tutorials> |