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https://github.com/godotengine/godot
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33 lines
2 KiB
XML
33 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CurveTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A texture that shows a curve.
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</brief_description>
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<description>
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Renders a given [Curve] provided to it. Simplifies the task of drawing curves and/or saving them as image files.
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If you need to store up to 3 curves within a single texture, use [CurveXYZTexture] instead. See also [GradientTexture1D] and [GradientTexture2D].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
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The [Curve] that is rendered onto the texture.
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</member>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
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<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
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The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
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</member>
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<member name="width" type="int" setter="set_width" getter="get_width" default="256">
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The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
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</member>
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</members>
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<constants>
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<constant name="TEXTURE_MODE_RGB" value="0" enum="TextureMode">
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Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
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</constant>
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<constant name="TEXTURE_MODE_RED" value="1" enum="TextureMode">
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Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
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</constant>
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</constants>
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</class>
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