Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer specifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
</description>
<tutorials>
</tutorials>
<methods>
<methodname="get_depth"qualifiers="const">
<returntype="int"/>
<description>
Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
</description>
</method>
<methodname="get_format"qualifiers="const">
<returntype="int"enum="Image.Format"/>
<description>
Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<methodname="get_height"qualifiers="const">
<returntype="int"/>
<description>
Returns the height of the texture. Height is typically represented by the Y-axis.
</description>
</method>
<methodname="get_layer_data"qualifiers="const">
<returntype="Image"/>
<argumentindex="0"name="layer"type="int"/>
<description>
Returns an [Image] resource with the data from specified [code]layer[/code].
</description>
</method>
<methodname="get_width"qualifiers="const">
<returntype="int"/>
<description>
Returns the width of the texture. Width is typically represented by the X-axis.
Partially sets the data for a specified [code]layer[/code] by overwriting using the data of the specified [code]image[/code]. [code]x_offset[/code] and [code]y_offset[/code] determine where the [Image] is "stamped" over the texture. The [code]image[/code] must fit within the texture.
</description>
</method>
<methodname="set_layer_data">
<returntype="void"/>
<argumentindex="0"name="image"type="Image"/>
<argumentindex="1"name="layer"type="int"/>
<description>
Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
Texture will repeat when UV used is outside the 0-1 range.
</constant>
<constantname="FLAG_FILTER"value="4"enum="Flags">
Use filtering when reading from texture. Filtering smooths out pixels. Turning filtering off is slightly faster and more appropriate when you need access to individual pixels.