TextureArray
Inherits: TextureLayered < Resource < Reference < Object
存储在单个基元中的纹理数组。
描述
TextureArray
s 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. See also Texture3D.
TextureArray
s 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 (2D):
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.
Note: When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint (hint_albedo
) should be used to prevent colors from looking washed out:
shader_type spatial;
uniform sampler2DArray tex : hint_albedo;
uniform int index;
void fragment() {
ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
}
Note: TextureArray
s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
方法
void | create ( int width, int height, int depth, Format format, int flags=7 ) |
方法说明
以指定的width
、height
和depth
创建TextureArray。参阅Format的format
选项。参阅Flags枚举器的flags
选项。