<?xml version="1.0" encoding="UTF-8" ?> <class name="Texture2DArray" inherits="ImageTextureLayered" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels. </brief_description> <description> A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions. A Texture2DArray is also different from an [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. </description> <tutorials> </tutorials> <methods> <method name="create_placeholder" qualifiers="const"> <return type="Resource" /> <description> Creates a placeholder version of this resource ([PlaceholderTexture2DArray]). </description> </method> </methods> </class>