Base class for ImageTexture3D and CompressedTexture3D. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. Texture3D is the base class for all 3-dimensional texture types. See also TextureLayered.
All images need to have the same width, height and number of mipmap levels.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
Called when the Texture3D's data is queried.
Called when the Texture3D's depth is queried.
Called when the Texture3D's format is queried.
Called when the Texture3D's height is queried.
Called when the Texture3D's width is queried.
Called when the presence of mipmaps in the Texture3D is queried.
Creates a placeholder version of this resource (PlaceholderTexture3D).
Returns the Texture3D's data as an array of Images. Each Image represents a slice of the Texture3D, with different slices mapping to different depth (Z axis) levels.
Returns the Texture3D's depth in pixels. Depth is typically represented by the Z axis (a dimension not present in Texture2D).
Returns the current format being used by this texture. See Format for details.
Returns the Texture3D's height in pixels. Width is typically represented by the Y axis.
Returns the Texture3D's width in pixels. Width is typically represented by the X axis.
Returns true
if the Texture3D has generated mipmaps.