I see this type of texture in the docs, but there is pretty much nothing written about it. I can't even find it in the source code. Is it deprecated?

Note: I asked this same question at Godot's q&a site

I can confirm that doing a quick search for ProxyTexture on Github, returns no results besides the files that define ProxyTexture.

I did a search through the Godot 2.1 source code, and it also returns no results beyond the files that define ProxyTexture.

I did find a single issue that mentions ProxyTexture, but outside of that issue and one closed issue, over all of the time Godot has been on Github there has been no other issues mentioning ProxyTexture.

From what I can tell, it appears that ProxyTexture is supposed to be used as a base for making other textures. If it is supposed to be used as a reference though, maybe it should be moved to the documentation or something? It seems like it would be better for it to be somewhere like in the documentation than unused in the source code.

Without knowing for sure, I would say it is probably deprecated and should be removed. It does seems rather strange that it is not anywhere.

4 years later

This is an obvious question buddy, and many programmers who create their own applications use a private proxy or proxy texture. It is needed for people who use a non-direct connection to different applications, for example, from the IP of another computer.

It is simply a replacement for something. The documentation mentions proxy textures at two places, as a symbol for an animation texture, or for a viewport texture.

Maybe not relevant for engine users, OpenGL has proxy texture targets as secondary targets that could be used to check if an allocation would succeed. 16k RGBA textures, the usual limits of today's graphic cards, can easily be 1GB or larger if using mip maps.

"Proxy textures" are no firmly defined thing, except for the OpenGL binding points with which you have no contact in Godot. Even in OpenGL I query and keep track of available memory independently.

When you work with Godot, you don't have to bother, it is just semantics. Just load your textures and use Godot's resource system and you'll be fine.

[unknown] Hmm, I don't know for sure, but I've also seen similar information in textbooks. If you find something, please let me know.

TaraLynn Hmm, I don't know for sure, but I've also seen similar information in textbooks. If you find something, please let me know.

Deja vu. 🙂

    Kojack Likely spam bot copying a previous reply. But so far no actual forum rules have been broken and I'll not ban an account based on gut feel alone.

    Lol, I fell for it :-) It is a pretty generic post, applicable to a lot of cases.

    Funny thing, those proxy textures are really in the "textbooks", the OpenGL Programming Guide and the Super Bible.

    1 post was split to snip.
    2 posts were split to snap.
    7 days later