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.

SpriteBase3D

Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

Inherited By: AnimatedSprite3D, Sprite3D

2D sprite node in 3D environment.

Description

A node that displays 2D texture information in a 3D environment. See also Sprite3D where many other properties are defined.

Properties

float

alpha_antialiasing_edge

0.0

AlphaAntiAliasing

alpha_antialiasing_mode

0

AlphaCutMode

alpha_cut

0

float

alpha_hash_scale

1.0

float

alpha_scissor_threshold

0.5

Vector3.Axis

axis

2

BillboardMode

billboard

0

bool

centered

true

bool

double_sided

true

bool

fixed_size

false

bool

flip_h

false

bool

flip_v

false

Color

modulate

Color(1, 1, 1, 1)

bool

no_depth_test

false

Vector2

offset

Vector2(0, 0)

float

pixel_size

0.01

int

render_priority

0

bool

shaded

false

TextureFilter

texture_filter

3

bool

transparent

true

Methods

TriangleMesh

generate_triangle_mesh ( ) const

bool

get_draw_flag ( DrawFlags flag ) const

Rect2

get_item_rect ( ) const

void

set_draw_flag ( DrawFlags flag, bool enabled )


Enumerations

enum DrawFlags:

DrawFlags FLAG_TRANSPARENT = 0

If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.

DrawFlags FLAG_SHADED = 1

If set, lights in the environment affect the sprite.

DrawFlags FLAG_DOUBLE_SIDED = 2

If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.

DrawFlags FLAG_DISABLE_DEPTH_TEST = 3

Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.

DrawFlags FLAG_FIXED_SIZE = 4

Label is scaled by depth so that it always appears the same size on screen.

DrawFlags FLAG_MAX = 5

Represents the size of the DrawFlags enum.


enum AlphaCutMode:

AlphaCutMode ALPHA_CUT_DISABLED = 0

This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.

AlphaCutMode ALPHA_CUT_DISCARD = 1

This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see ProjectSettings.rendering/anti_aliasing/quality/screen