Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
Base class for [ImageTextureLayered]. 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 [Texture2DArray]s, 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 [method ResourceLoader.load].
Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).
Called when the [TextureLayered]'s format is queried.
Called when the 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 [enum Image.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 [param layer].
Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types.
Returns the number of referenced [Image]s.
Returns the width of the texture in pixels. Width is typically represented by the X axis.
Returns [code]true[/code] if the layers have generated mipmaps.
Texture is a generic [Texture2DArray].
Texture is a [Cubemap], with each side in its own layer (6 in total).
Texture is a [CubemapArray], with each cubemap being made of 6 layers.