Base class for ImageTextureLayered and CompressedTextureLayered. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also Texture3D.
Data is set on a per-layer basis. For Texture2DArrays, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
A TextureLayered can be loaded with ResourceLoader.load().
Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).
LAYERED_TYPE_2D_ARRAY = 0
Texture is a generic Texture2DArray.
LAYERED_TYPE_CUBEMAP = 1
Texture is a Cubemap, with each side in its own layer (6 in total).
LAYERED_TYPE_CUBEMAP_ARRAY = 2
Texture is a CubemapArray, with each cubemap being made of 6 layers.
Called when the TextureLayered's format is queried.
Called when the TextureLayered's height is queried.
Called when the data for a layer in the TextureLayered is queried.
Called when the layers' type in the TextureLayered is queried.
Called when the number of layers in the TextureLayered is queried.
Called when the TextureLayered's width queried.
Called when the presence of mipmaps in the TextureLayered is queried.
Returns the current format being used by this texture. See Format for details.
Returns the height of the texture in pixels. Height is typically represented by the Y axis.
Returns an Image resource with the data from specified layer
.
Returns the TextureLayered's type. The type determines how the data is accessed, with cubemaps having special types.
Returns the number of referenced Images.
Returns the width of the texture in pixels. Width is typically represented by the X axis.
Returns true
if the layers have generated mipmaps.