summaryrefslogtreecommitdiff
path: root/doc/classes/CurveTexture.xml
blob: ce7645026bf771c0094a48ba0a27ddc756485afb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CurveTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A texture that shows a curve.
	</brief_description>
	<description>
		Renders a given [Curve] provided to it. Simplifies the task of drawing curves and/or saving them as image files.
		If you need to store up to 3 curves within a single texture, use [CurveXYZTexture] instead. See also [GradientTexture1D] and [GradientTexture2D].
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
			The [Curve] that is rendered onto the texture.
		</member>
		<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
		<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
			The format the texture should be generated with. When passing a CurveTexture as an input to a [Shader], this may need to be adjusted.
		</member>
		<member name="width" type="int" setter="set_width" getter="get_width" default="256">
			The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
		</member>
	</members>
	<constants>
		<constant name="TEXTURE_MODE_RGB" value="0" enum="TextureMode">
			Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
		</constant>
		<constant name="TEXTURE_MODE_RED" value="1" enum="TextureMode">
			Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
		</constant>
	</constants>
</class>