Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
CompressedTextureLayered¶
Inherits: TextureLayered < Texture < Resource < RefCounted < Object
Inherited By: CompressedCubemap, CompressedCubemapArray, CompressedTexture2DArray
Base class for texture arrays that can optionally be compressed.
Description¶
A texture array that is loaded from a .ctexarray
file. This file format is internal to Godot; it is created by importing other image formats with the import system. CompressedTexture2D can use one of 4 compresson methods:
Uncompressed (uncompressed on the GPU)
Lossless (WebP or PNG, uncompressed on the GPU)
Lossy (WebP, uncompressed on the GPU)
VRAM Compressed (compressed on the GPU)
Only VRAM Compressed actually reduces the memory usage on the GPU. The Lossless and Lossy compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using VRAM Compressed also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
Properties¶
|
Methods¶
Property Descriptions¶
String load_path = ""
The path the texture should be loaded from.
Method Descriptions¶
Loads the texture at path
.