TextureArray

Array of textures stored in a single primitive.

TextureArrays store an array of Images in a single Texture primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. TextureArrays must be displayed using shaders. After importing your file as a TextureArray and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example:

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Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Functions

opAssign
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(TextureArray other)
opEquals
bool opEquals(typeof(null) n)
toHash
size_t toHash()

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Static functions

_new
TextureArray _new()

Construct a new instance of TextureArray. Note: use memnew!TextureArray instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(ToRef) as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

Detailed Description

shader_type canvas_item;

uniform sampler2DArray tex; uniform int index;

void fragment() { COLOR = texture(tex, vec3(UV.x, UV.y, float(index))); }

Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.

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