From ccd4cdfd8b505feef9bdb66f9a9f7eb2813464e7 Mon Sep 17 00:00:00 2001 From: reduz Date: Sat, 5 Mar 2022 16:43:38 +0100 Subject: Rename StreamTexture* to CompressedTexture* * Its not and will not be used for streaming. * Streaming will be implemented in 4.1 and it will work different. * It makes more sense to be called CompressedTexture since it imports and compresses texture files. --- doc/classes/CompressedCubemap.xml | 9 +++++++++ doc/classes/CompressedCubemapArray.xml | 9 +++++++++ doc/classes/CompressedTexture2D.xml | 25 +++++++++++++++++++++++++ doc/classes/CompressedTexture2DArray.xml | 9 +++++++++ doc/classes/CompressedTexture3D.xml | 21 +++++++++++++++++++++ doc/classes/CompressedTextureLayered.xml | 21 +++++++++++++++++++++ doc/classes/ImageTexture.xml | 2 +- doc/classes/ResourceFormatLoader.xml | 2 +- doc/classes/StreamCubemap.xml | 9 --------- doc/classes/StreamCubemapArray.xml | 9 --------- doc/classes/StreamTexture2D.xml | 25 ------------------------- doc/classes/StreamTexture2DArray.xml | 9 --------- doc/classes/StreamTexture3D.xml | 21 --------------------- doc/classes/StreamTextureLayered.xml | 21 --------------------- 14 files changed, 96 insertions(+), 96 deletions(-) create mode 100644 doc/classes/CompressedCubemap.xml create mode 100644 doc/classes/CompressedCubemapArray.xml create mode 100644 doc/classes/CompressedTexture2D.xml create mode 100644 doc/classes/CompressedTexture2DArray.xml create mode 100644 doc/classes/CompressedTexture3D.xml create mode 100644 doc/classes/CompressedTextureLayered.xml delete mode 100644 doc/classes/StreamCubemap.xml delete mode 100644 doc/classes/StreamCubemapArray.xml delete mode 100644 doc/classes/StreamTexture2D.xml delete mode 100644 doc/classes/StreamTexture2DArray.xml delete mode 100644 doc/classes/StreamTexture3D.xml delete mode 100644 doc/classes/StreamTextureLayered.xml (limited to 'doc') diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml new file mode 100644 index 0000000000..fbb0879fdc --- /dev/null +++ b/doc/classes/CompressedCubemap.xml @@ -0,0 +1,9 @@ + + + + + + + + + diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml new file mode 100644 index 0000000000..ff096cea47 --- /dev/null +++ b/doc/classes/CompressedCubemapArray.xml @@ -0,0 +1,9 @@ + + + + + + + + + diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml new file mode 100644 index 0000000000..c99fcf2280 --- /dev/null +++ b/doc/classes/CompressedTexture2D.xml @@ -0,0 +1,25 @@ + + + + A [code].stex[/code] texture. + + + A texture that is loaded from a [code].stex[/code] file. + + + + + + + + + Loads the texture from the given path. + + + + + + The CompressedTexture's file path to a [code].stex[/code] file. + + + diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml new file mode 100644 index 0000000000..0c751759af --- /dev/null +++ b/doc/classes/CompressedTexture2DArray.xml @@ -0,0 +1,9 @@ + + + + + + + + + diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml new file mode 100644 index 0000000000..de7a93d788 --- /dev/null +++ b/doc/classes/CompressedTexture3D.xml @@ -0,0 +1,21 @@ + + + + + + + + + + + + + + + + + + + + + diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml new file mode 100644 index 0000000000..03bea84ba4 --- /dev/null +++ b/doc/classes/CompressedTextureLayered.xml @@ -0,0 +1,21 @@ + + + + + + + + + + + + + + + + + + + + + diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index d35dacfcde..aecb4fc4b6 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -18,7 +18,7 @@ var texture = load("res://icon.png") $Sprite2D.texture = texture [/codeblock] - 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. + This is because images have to be imported as a [CompressedTexture2D] 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") diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index c516aec809..983a05800f 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -6,7 +6,7 @@ Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver]. - [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture2D]) first, so they can be loaded with better efficiency on the graphics card. + [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. diff --git a/doc/classes/StreamCubemap.xml b/doc/classes/StreamCubemap.xml deleted file mode 100644 index 61ab28ad41..0000000000 --- a/doc/classes/StreamCubemap.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/doc/classes/StreamCubemapArray.xml b/doc/classes/StreamCubemapArray.xml deleted file mode 100644 index 98e10d9a47..0000000000 --- a/doc/classes/StreamCubemapArray.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/doc/classes/StreamTexture2D.xml b/doc/classes/StreamTexture2D.xml deleted file mode 100644 index b18105cc29..0000000000 --- a/doc/classes/StreamTexture2D.xml +++ /dev/null @@ -1,25 +0,0 @@ - - - - A [code].stex[/code] texture. - - - A texture that is loaded from a [code].stex[/code] file. - - - - - - - - - Loads the texture from the given path. - - - - - - The StreamTexture's file path to a [code].stex[/code] file. - - - diff --git a/doc/classes/StreamTexture2DArray.xml b/doc/classes/StreamTexture2DArray.xml deleted file mode 100644 index e78a23416c..0000000000 --- a/doc/classes/StreamTexture2DArray.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/doc/classes/StreamTexture3D.xml b/doc/classes/StreamTexture3D.xml deleted file mode 100644 index c0b783369f..0000000000 --- a/doc/classes/StreamTexture3D.xml +++ /dev/null @@ -1,21 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - diff --git a/doc/classes/StreamTextureLayered.xml b/doc/classes/StreamTextureLayered.xml deleted file mode 100644 index 8ed36ff54c..0000000000 --- a/doc/classes/StreamTextureLayered.xml +++ /dev/null @@ -1,21 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - -- cgit v1.2.3