:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/TextureArray.xml. .. _class_TextureArray: TextureArray ============ **Inherits:** :ref:`TextureLayered` **<** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` Array of textures stored in a single primitive. .. rst-class:: classref-introduction-group Description ----------- **TextureArray**\ s store an array of :ref:`Image`\ s in a single :ref:`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 :ref:`Texture3D`. \ **TextureArray**\ s 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:** **TextureArray**\ s 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. .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`create` **(** :ref:`int` width, :ref:`int` height, :ref:`int` depth, :ref:`Format` format, :ref:`int` flags=7 **)** | +------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_TextureArray_method_create: .. rst-class:: classref-method void **create** **(** :ref:`int` width, :ref:`int` height, :ref:`int` depth, :ref:`Format` format, :ref:`int` flags=7 **)** Creates the TextureArray with specified ``width``, ``height``, and ``depth``. See :ref:`Format` for ``format`` options. See :ref:`Flags` enumerator for ``flags`` options. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`