Instance Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
transparent
If true
, the texture’s transparency and the opacity are used to make those parts of the sprite invisible.
final var transparent: Bool { get set }
Other members in extension
Types
Type members
Instance members
var alphaAntialiasingEdge: Double
Threshold at which antialiasing will be applied on the alpha channel.
var alphaAntialiasingMode: BaseMaterial3D.AlphaAntiAliasing
The type of alpha antialiasing to apply. See
BaseMaterial3D.AlphaAntiAliasing
.var alphaCut: SpriteBase3D.AlphaCutMode
The alpha cutting mode to use for the sprite. See
AlphaCutMode
for possible values.var alphaHashScale: Double
The hashing scale for Alpha Hash. Recommended values between
0
and2
.var alphaScissorThreshold: Double
Threshold at which the alpha scissor will discard values.
var axis: Vector3.Axis
The direction in which the front of the texture faces.
var billboard: BaseMaterial3D.BillboardMode
The billboard mode to use for the sprite. See
BaseMaterial3D.BillboardMode
for possible values.var centered: Bool
If
true
, texture will be centered.var doubleSided: Bool
If
true
, texture can be seen from the back as well, iffalse
, it is invisible when looking at it from behind.var fixedSize: Bool
If
true
, the label is rendered at the same size regardless of distance.var flipH: Bool
If
true
, texture is flipped horizontally.var flipV: Bool
If
true
, texture is flipped vertically.var modulate: Color
A color value used to multiply the texture’s colors. Can be used for mood-coloring or to simulate the color of light.
var noDepthTest: Bool
If
true
, depth testing is disabled and the object will be drawn in render order.var offset: Vector2
The texture’s drawing offset.
var pixelSize: Double
The size of one pixel’s width on the sprite to scale it in 3D.
var renderPriority: Int32
Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
var shaded: Bool
If
true
, theLight3D
in theEnvironment
has effects on the sprite.var textureFilter: BaseMaterial3D.TextureFilter
Filter flags for the texture. See
BaseMaterial3D.TextureFilter
for options.func generateTriangleMesh(
) -> TriangleMesh? Returns a
TriangleMesh
with the sprite’s vertices following its current configuration (such as itsaxis
andpixelSize
).func getItemRect(
) -> Rect2 Returns the rectangle representing this sprite.