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Add class descriptions for Texture2DArray, CubemapArray and ImageTextureLayered, plus overhaul TextureLayered
Co-authored-by: Clay John <claynjohn@gmail.com>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureLayered" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for 3D texture types.
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Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
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</brief_description>
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<description>
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Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
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Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types.
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Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
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All images need to have the same width, height and number of mipmap levels.
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A [TextureLayered] can be loaded with [code]method ResourceFormatLoader.load[/code].
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To create such a texture file yourself, re-import your image files using the Godot Editor import presets.
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Internally, Godot maps these files to their respective counterparts in the target rendering driver (GLES3, Vulkan).
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</description>
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<tutorials>
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</tutorials>
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@@ -72,6 +77,7 @@
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<method name="get_layers" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of referenced [Image]s.
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</description>
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</method>
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<method name="get_width" qualifiers="const">
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@@ -83,6 +89,7 @@
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<method name="has_mipmaps" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the layers have generated mipmaps.
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</description>
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</method>
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</methods>
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