TextureArray
Inherits: TextureLayered < Resource < Reference < Object
Array of textures stored in a single primitive.
Description
TextureArray
s store an array of Images in a single Texture primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases.
TextureArray
s must be displayed using shaders. After importing your file as a TextureArray
and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example:
shader_type canvas_item;
uniform sampler2DArray tex;
uniform int index;
void fragment() {
COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
}
Set the integer uniform “index” to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
Methods
void | create ( int width, int height, int depth, Format format, int flags=7 ) |
Method Descriptions
Creates the TextureArray with specified width
, height
, and depth
. See Format for format
options. See Flags enumerator for flags
options.