<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureArray" inherits="TextureLayered" version="3.5">
	<brief_description>
		Array of textures stored in a single primitive.
	</brief_description>
	<description>
		[TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also [Texture3D].
		[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 (2D):
		[codeblock]
		shader_type canvas_item;

		uniform sampler2DArray tex;
		uniform int index;

		void fragment() {
		    COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
		}
		[/codeblock]
		Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
		[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -&gt; linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out:
		[codeblock]
		shader_type spatial;

		uniform sampler2DArray tex : hint_albedo;
		uniform int index;

		void fragment() {
		    ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
		}
		[/codeblock]
		[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="create">
			<return type="void" />
			<argument index="0" name="width" type="int" />
			<argument index="1" name="height" type="int" />
			<argument index="2" name="depth" type="int" />
			<argument index="3" name="format" type="int" enum="Image.Format" />
			<argument index="4" name="flags" type="int" default="7" />
			<description>
				Creates the TextureArray with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/code] options.
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>
