| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 | :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-groupDescription-----------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. To create a Texture2DArray from code, use :ref:`ImageTextureLayered.create_from_images()<class_ImageTextureLayered_method_create_from_images>` on an instance of the Texture2DArray class... rst-class:: classref-reftable-groupMethods-------.. 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-groupMethod 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.)`.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`.. |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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