/** * [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. * * [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: * * @example * * shader_type canvas_item; * uniform sampler2DArray tex; * uniform int index; * void fragment() { * COLOR = texture(tex, vec3(UV.x, UV.y, float(index))); * } * @summary * * * Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer. * */ declare class TextureArray extends TextureLayered { /** * [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. * * [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: * * @example * * shader_type canvas_item; * uniform sampler2DArray tex; * uniform int index; * void fragment() { * COLOR = texture(tex, vec3(UV.x, UV.y, float(index))); * } * @summary * * * Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer. * */ new(): TextureArray; static "new"(): TextureArray /** 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. */ create(width: int, height: int, depth: int, format: int, flags?: int): void; connect>(signal: T, method: SignalFunction): number; }