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 [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. 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 [code]method ResourceFormatLoader.load[/code]. To create such a texture file yourself, re-import your image files using the Godot Editor import presets. Internally, Godot maps these files to their respective counterparts in the target rendering driver (GLES3, Vulkan). Returns the current format being used by this texture. See [enum Image.Format] for details. Returns the height of the texture. Height is typically represented by the Y-axis. Returns an [Image] resource with the data from specified [param layer]. Returns the number of referenced [Image]s. Returns the width of the texture. Width is typically represented by the X-axis. Returns [code]true[/code] if the layers have generated mipmaps.