Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A 1D texture where pixel brightness corresponds to points on a curve.
A 1D texture where pixel brightness corresponds to points on a Curve resource, either in grayscale or in red. This visual representation simplifies the task of saving curves as image files.
TextureMode TEXTURE_MODE_RGB =
Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
TextureMode TEXTURE_MODE_RED =
Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
The Curve that is rendered onto the texture.
TextureMode texture_mode =
The format the texture should be generated with. When passing a CurveTexture as an input to a Shader, this may need to be adjusted.
int width =
The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.