ImageTextureLayered

package
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Published: Sep 13, 2025 License: MIT Imports: 26 Imported by: 0

Documentation

Overview

Package ImageTextureLayered provides methods for working with ImageTextureLayered object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsImageTextureLayered() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsImageTextureLayered

func (self *Extension[T]) AsImageTextureLayered() Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsTexture

func (self *Extension[T]) AsTexture() Texture.Instance

func (*Extension[T]) AsTextureLayered

func (self *Extension[T]) AsTextureLayered() TextureLayered.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.ImageTextureLayered

Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsImageTextureLayered

func (self Instance) AsImageTextureLayered() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsTexture

func (self Instance) AsTexture() Texture.Instance

func (Instance) AsTextureLayered

func (self Instance) AsTextureLayered() TextureLayered.Instance

func (Instance) CreateFromImages

func (self Instance) CreateFromImages(images []Image.Instance) error

Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting. Each [Image] represents one [code]layer[/code]. [codeblock] # Fill in an array of Images with different colors. var images = [] const LAYERS = 6 for i in LAYERS:

var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)
if i % 3 == 0:
    image.fill(Color.RED)
elif i % 3 == 1:
    image.fill(Color.GREEN)
else:
    image.fill(Color.BLUE)
images.push_back(image)

# Create and save a 2D texture array. The array of images must have at least 1 Image. var texture_2d_array = Texture2DArray.new() texture_2d_array.create_from_images(images) ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS)

# Create and save a cubemap. The array of images must have exactly 6 Images. # The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z- # (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). var cubemap = Cubemap.new() cubemap.create_from_images(images) ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS)

# Create and save a cubemap array. The array of images must have a multiple of 6 Images. # Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z- # (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). var cubemap_array = CubemapArray.new() cubemap_array.create_from_images(images) ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS) [/codeblock]

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) UpdateLayer

func (self Instance) UpdateLayer(image Image.Instance, layer int)

Replaces the existing [Image] data at the given [param layer] with this new image. The given [Image] must have the same width, height, image format, and mipmapping flag as the rest of the referenced images. If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format]. The update is immediate: it's synchronized with drawing.

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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