Texture for 2D and 3D.
A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control].
Textures are often created by loading them from a file. See [method @GDScript.load].
Returns the texture height.
Returns the texture size.
Returns the texture width.
The texture's flags.
Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant FLAG_FILTER] are are enabled.
Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
Repeats the texture (instead of clamp to edge).
Uses a magnifying filter, to enable smooth zooming in of the texture.
Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.
This results in better-looking textures when viewed from oblique angles.
Converts the texture to the sRGB color space.
Repeats the texture with alternate sections mirrored.
Texture is a video surface.