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. See also Texture3D.
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 (2D):
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.
Note: When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint (hint_albedo
) should be used to prevent colors from looking washed out:
shader_type spatial;
uniform sampler2DArray tex : hint_albedo;
uniform int index;
void fragment() {
ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
}
Note: TextureArrays can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
Methods¶
void |
create ( int width, int height, int depth, Format format, int flags=7 ) |
Method Descriptions¶
void create ( int width, int height, int depth, Format format, int flags=7 )
Creates the TextureArray with specified width
, height
, and depth
. See Format for format
options. See Flags enumerator for flags
options.