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- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DArray.xml.
- .. _class_Texture2DArray:
- Texture2DArray
- ==============
- **Inherits:** :ref:`ImageTextureLayered<class_ImageTextureLayered>` **<** :ref:`TextureLayered<class_TextureLayered>` **<** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
- A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
- .. rst-class:: classref-introduction-group
- Description
- -----------
- A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the :ref:`Image<class_Image>`\ s, i.e. no blending. See also :ref:`Cubemap<class_Cubemap>` and :ref:`CubemapArray<class_CubemapArray>`, which are texture arrays with specialized cubemap functions.
- A Texture2DArray is also different from an :ref:`AtlasTexture<class_AtlasTexture>`: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
- To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
- .. rst-class:: classref-reftable-group
- Methods
- -------
- .. table::
- :widths: auto
- +---------------------------------+-----------------------------------------------------------------------------------------+
- | :ref:`Resource<class_Resource>` | :ref:`create_placeholder<class_Texture2DArray_method_create_placeholder>`\ (\ ) |const| |
- +---------------------------------+-----------------------------------------------------------------------------------------+
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Method Descriptions
- -------------------
- .. _class_Texture2DArray_method_create_placeholder:
- .. rst-class:: classref-method
- :ref:`Resource<class_Resource>` **create_placeholder**\ (\ ) |const| :ref:`🔗<class_Texture2DArray_method_create_placeholder>`
- Creates a placeholder version of this resource (:ref:`PlaceholderTexture2DArray<class_PlaceholderTexture2DArray>`).
- .. |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.)`
- .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
- .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
- .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
- .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
- .. |void| replace:: :abbr:`void (No return value.)`
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