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Diffstat (limited to 'doc/classes/Texture2DArray.xml')
-rw-r--r-- | doc/classes/Texture2DArray.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index f1c76d14e4..b1269ceaa2 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -6,7 +6,7 @@ <description> 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. + To create such a texture file yourself, reimport your image files using the Redot Editor import presets. </description> <tutorials> </tutorials> |