arrayOfTextures
Tag: arrayOfTextures
Parent tag: arraysOfTextures
Attributes: name
(string)
Child tags:
TEXTURE_COUNT
(uint) – the number of textures in te arrayWIDTH
(int)HEIGHT
(int)DEPTH
(int) – for 3D texturesINTERNAL_FORMAT
(enum) – the format of the texture. Possible values are {R8, R16, R16F, R32F, R8I, R16I, R32I, R8UI, R16UI, R32UI, RG8, RG16, RG16F, RG32F, RG8I, RG16I, RG32I, RG8UI, RG16UI, RG32UI, RGBA, RGBA, RGBA16, RGBA16F, RGBA32F, RGBA8I, RGBA16I, RGBA32I, RGBA8UI, RGBA16UI, RGBA32UI
}.LEVELS
(int) – the number of mipmap levels to create (default = 1)LAYERS
(int)SAMPLES
(int)MIPMAP
(bool) – When set to true it will create a texture will all mipmap levels (default = false)CREATE_BUFFER
(bool) – if true then a buffer with texture pointers will be created. This can then be used as a buffer of bindless textures in a shader.
This tag defines an app managed array of textures. Besides allowing a convenient way of creating a set of textures with the same features, it will also create a buffer with the set of respective texture pointers. The buffer can later be used in a material.
In the example below an array with 7 textures is created, together with a buffer with texture pointers (these can later be used in a shader as bindless textures). The buffer will have the same name as the array.
Example:
<arraysOfTextures> <arrayOfTextures name="T"> <TEXTURE_COUNT value= 7 /> <WIDTH value="128"/> <HEIGHT value="128" /> <INTERNAL_FORMAT value="RGBA" /> <CREATE_BUFFER value=true /> </arrayOfTextures> </arraysOfTextures>