update new_target_texture docs
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@ -844,17 +844,22 @@ impl Image {
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}
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/// Create a new zero-filled image with a given size, which can be rendered to.
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/// Useful for mirrors, UI, or exporting images for example.
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/// This is primarily for use as a render target for a [`Camera`].
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/// See [`RenderTarget::Image`].
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///
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/// You can use [`TEXTURE_FORMAT_SDR`] and [`TEXTURE_FORMAT_HDR`]
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/// for Standard Dynamic Range (SDR) and High Dynamic Range (HDR) respectively.
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/// For Standard Dynamic Range (SDR) images you can use [`TextureFormat::Rgba8UnormSrgb`].
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/// For High Dynamic Range (HDR) images you can use [`TextureFormat::Rgba16Float`].
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///
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/// The default texture usages are
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/// The default [`TextureUsages`] are
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/// [`TEXTURE_BINDING`](TextureUsages::TEXTURE_BINDING),
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/// [`COPY_DST`](TextureUsages::COPY_DST),
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/// [`RENDER_ATTACHMENT`](TextureUsages::RENDER_ATTACHMENT).
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///
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/// The default [`RenderAssetUsages`] is [`MAIN_WORLD | RENDER_WORLD`](RenderAssetUsages::default)
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/// so that it is accessible from the CPU and GPU.
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/// You can customise this by changing the [`asset_usage`](Image::asset_usage) field.
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///
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/// [`Camera`]: https://docs.rs/bevy/latest/bevy/render/camera/struct.Camera.html
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/// [`RenderTarget::Image`]: https://docs.rs/bevy/latest/bevy/render/camera/enum.RenderTarget.html#variant.Image
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pub fn new_target_texture(width: u32, height: u32, format: TextureFormat) -> Self {
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