class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceTextureTextureLayeredImageTextureLayered Texture2DArray
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.

A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the Images, i.e. no blending. See also Cubemap and CubemapArray, which are texture arrays with specialized cubemap functions.

A Texture2DArray is also different from an AtlasTexture: 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.

Resource create_placeholder<>():Resource

Creates a placeholder version of this resource (PlaceholderTexture2DArray).




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