Texture2DArray
继承: ImageTextureLayered
< TextureLayered
< Texture
< Resource
< RefCounted
< Object
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
描述
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.
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.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
方法
Resource | create_placeholder ( ) const1 |
方法说明
Resource
create_placeholder ( ) const1
Creates a placeholder version of this resource (PlaceholderTexture2DArray
).
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。