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.
depth | Cantidad de elementos en un texture array (lectura solamente). |
format | Formato de Textura (Lectura solamente). |
Texture2DArray | Cree un nuevo texture array. |
Apply | Realmente aplica todos los cambios previos SetPixels. |
GetPixels | Retorna los colores de pixel de un solo pedazo del arreglo. |
GetPixels32 | Retorna los colores de pixel de un solo pedazo del arreglo. |
SetPixels | Establece los colores de pixel para el nivel completo mip. |
SetPixels32 | Establece los colores de pixel para el nivel completo mip. |
currentTextureMemory | The amount of memory currently being used by textures. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
anisoLevel | Nivel de filtrado anisotrópico de la textura. |
dimension | Dimensionalidad (tipo) de la textura (lectura solamente). |
filterMode | Modo de filtrado de la textura. |
height | Altura de la textura en pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
mipMapBias | Mip map bias de la textura. |
updateCount | This counter is incremented when the texture is updated. |
width | Anchura de la textura en píxeles. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
GetNativeTexturePtr | Recupere un puntero nativo (API de gráficos subyacente) al recurso de textura. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
SetGlobalAnisotropicFilteringLimits | Establece límites anisotrópicos. |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mip maps. |
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. |