Documentation
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Overview ¶
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.
Index ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsImageTextureLayered() Instance
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsTexture() Texture.Instance
- func (self *Extension[T]) AsTextureLayered() TextureLayered.Instance
- type ID
- type Instance
- func (self Instance) AsImageTextureLayered() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsTexture() Texture.Instance
- func (self Instance) AsTextureLayered() TextureLayered.Instance
- func (self Instance) CreateFromImages(images []Image.Instance) error
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) UpdateLayer(image Image.Instance, layer int)
- func (self Instance) Virtual(name string) reflect.Value
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 Extension ¶
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 (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsTextureLayered ¶
func (self *Extension[T]) AsTextureLayered() TextureLayered.Instance
type 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.
type Instance ¶
type Instance [1]gdclass.ImageTextureLayered
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsImageTextureLayered ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsTextureLayered ¶
func (self Instance) AsTextureLayered() TextureLayered.Instance
func (Instance) CreateFromImages ¶
Creates an ImageTextureLayered from an array of Images. See Image.Create for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images must have the same width, height, image format and mipmapping setting.
Each Image represents one layer.
// Fill in an array of Images with different colors. var images []Image.Instance const LAYERS = 6 for i := range LAYERS { var image = Image.CreateEmpty(128, 128, false, Image.FormatRgb8) if i%3 == 0 { image.Fill(Color.W3C.Red) } else if i%3 == 1 { image.Fill(Color.W3C.Green) } else { image.Fill(Color.W3C.Blue) } images = append(images, image) } // Create and save a 2D texture array. The array of images must have at least 1 Image. var texture2DArray = ImageTextureLayered.New() texture2DArray.CreateFromImages(images) ResourceSaver.Save(texture2DArray.AsResource(), "res://texture_2d_array.res", ResourceSaver.FlagCompress) // 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.AsImageTextureLayered().CreateFromImages(images) ResourceSaver.Save(cubemap.AsResource(), "res://cubemap.res", ResourceSaver.FlagCompress) // 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 cubemapArray = Cubemap.New() cubemapArray.AsImageTextureLayered().CreateFromImages(images) ResourceSaver.Save(cubemapArray.AsResource(), "res://cubemap_array.res", ResourceSaver.FlagCompress)
func (Instance) UpdateLayer ¶
Replaces the existing Image data at the given '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 [Image.Format].
The update is immediate: it's synchronized with drawing.