RDTextureFormat
Texture format (used by RenderingDevice
).
class RDTextureFormat
This object is used by RenderingDevice
.
Superclasses
class RefCounted
Base class for reference-counted objects.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var arrayLayers: UInt32
The number of layers in the texture. Only relevant for 2D texture arrays.
var depth: UInt32
The texture’s depth (in pixels). This is always
1
for 2D textures.var format: RenderingDevice.DataFormat
The texture’s pixel data format.
var height: UInt32
The texture’s height (in pixels).
var mipmaps: UInt32
The number of mipmaps available in the texture.
var samples: RenderingDevice.TextureSamples
The number of samples used when sampling the texture.
var textureType: RenderingDevice.TextureType
The texture type.
var usageBits: RenderingDevice.TextureUsageBits
The texture’s usage bits, which determine what can be done using the texture.
var width: UInt32
The texture’s width (in pixels).