:github_url: hide .. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the TextureArray.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_TextureArray: TextureArray ============ **Inherits:** :ref:`TextureLayered` **<** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` Array of textures stored in a single primitive. 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. ``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: :: 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. .. |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.)`