Texture2DArray

class in UnityEngine

/

Hereda de:Texture

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Descripción

Clase para manejar arreglos 2D texture arrays.

Modern graphics APIs (e.g. D3D10 and later, OpenGL ES 3.0 and later, Metal etc.) support "texture arrays", which is an array of same size & format textures. From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.

Típicamente, los texture arrays son útiles como una alternativa para los atlas de texturas, o en otros casos donde los objetos usan un conjunto de texturas de mismo tamaño (por ejemplo, terrenos).

Currently in Unity texture arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular 2D textures into elements of a texture array. From editor scripts, a common way of creating serialized texture array is to create it, fill with data (either via Graphics.CopyTexture from regular 2D textures, or via SetPixels or SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.

Tenga en cuenta que no todas las plataformas y GPUs soportan los texture arrays; por ejemplo Direct3D9 y OpenGL ES 2.0 no lo soporta. Utilice SystemInfo.supports2DArrayTextures para revisar.

Variables Estáticas

allSlicesRead Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1.

Variables

depthCantidad de elementos en un texture array (lectura solamente).
formatFormato de Textura (Lectura solamente).
isReadableReturns true if this texture array is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true.

Constructores

Texture2DArrayCree un nuevo texture array.

Funciones Públicas

ApplyRealmente aplica todos los cambios previos SetPixels.
GetPixelDataGets raw data from a Texture for reading or writing.
GetPixelsRetorna los colores de pixel de un solo pedazo del arreglo.
GetPixels32Retorna los colores de pixel de un solo pedazo del arreglo.
SetPixelDataSet pixel values from raw preformatted data.
SetPixelsEstablece los colores de pixel para el nivel completo mip.
SetPixels32Establece los colores de pixel para el nivel completo mip.

Miembros heredados

Variables Estáticas

allowThreadedTextureCreationAllow texture creation to occur on any thread (rather than the dedicated render thread).
currentTextureMemoryThe amount of memory currently being used by textures.
desiredTextureMemoryThis amount of texture memory would be used before the texture streaming budget is applied.
GenerateAllMipsCan be used with texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1.
nonStreamingTextureCountNumber of non-streaming textures.
nonStreamingTextureMemoryTotal amount of memory being used by non-streaming textures.
streamingMipmapUploadCountHow many times has a texture been uploaded due to texture mipmap streaming.
streamingRendererCountNumber of renderers registered with the texture streaming system.
streamingTextureCountNumber of streaming textures.
streamingTextureDiscardUnusedMipsForce the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded.
streamingTextureForceLoadAllForce streaming textures to load all mipmap levels.
streamingTextureLoadingCountNumber of streaming textures with mipmaps currently loading.
streamingTexturePendingLoadCountNumber of streaming textures with outstanding mipmaps to be loaded.
targetTextureMemoryThe amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete.
totalTextureMemoryThe total amount of memory that would be used by all textures at mipmap level 0.

Variables

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.
anisoLevelNivel de filtrado anisotrópico de la textura.
dimensionDimensionalidad (tipo) de la textura (lectura solamente).
filterModeModo de filtrado de la textura.
graphicsFormatReturns the GraphicsFormat format or color format of a texture object.
heightAltura de la textura en pixels. (Read Only)
imageContentsHashThe hash value of the Texture.
isReadableReturns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable.
mipMapBiasMip map bias de la textura.
mipmapCountCuántos niveles de mipmap hay en esta textura (Lectura solamente)?
updateCountThis counter is incremented when the texture is updated.
widthAnchura de la textura en píxeles. (Read Only)
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the object.
GetNativeTexturePtrRecupere un puntero nativo (API de gráficos subyacente) al recurso de textura.
IncrementUpdateCountIncrement the update counter.

Funciones Estáticas

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClona el objeto original y devuelve el clon.
SetGlobalAnisotropicFilteringLimitsEstablece límites anisotrópicos.
SetStreamingTextureMaterialDebugPropertiesUploads additional debug information to materials using textures set to stream mip maps.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.
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