TextureArray

Inherits: TextureLayered < Resource < Reference < Object

Array of textures stored in a single primitive.

Description

TextureArrays 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.

TextureArrays 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:

  1. shader_type canvas_item;
  2. uniform sampler2DArray tex;
  3. uniform int index;
  4. void fragment() {
  5. COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
  6. }

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.