Texture2DArray

Inherits:ImageTextureLayered<TextureLayered<Texture<Resource<RefCounted<Object

A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.

Description

A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between theImages, i.e. no blending. See alsoCubemap andCubemapArray, which are texture arrays with specialized cubemap functions.

A Texture2DArray is also different from anAtlasTexture: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.

To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Texture2DArray from code, useImageTextureLayered.create_from_images() on an instance of the Texture2DArray class.

Methods

Resource

create_placeholder()const


Method Descriptions

Resourcecreate_placeholder()const🔗

Creates a placeholder version of this resource (PlaceholderTexture2DArray).


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