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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
22 lines
1.5 KiB
XML
22 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Texture2DArray" inherits="ImageTextureLayered" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
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</brief_description>
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<description>
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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.
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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.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create_placeholder" qualifiers="const">
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<return type="Resource" />
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<description>
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Creates a placeholder version of this resource ([PlaceholderTexture2DArray]).
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</description>
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</method>
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</methods>
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</class>
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