Create a new ImageTexture with width and height. format is a value from Image.format, flags is any combination of Texture.flags.
Initializes the texture by allocating and setting the data from an Image with flags from Texture.flags. An sRGB to linear color space conversion can take place, according to Image.format.
Returns the format of the texture, one of Image.format.
Loads an image from a file path and creates a texture from it. Note: the method is deprecated and will be removed in Godot 4.0, use Image.load and createFromImage instead.
Replaces the texture's data with a new Image. Note: The texture has to be initialized first with the createFromImage method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration, otherwise it has to be re-created with the createFromImage method. Use this method over createFromImage if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.
Resizes the texture to the specified dimensions.
The storage quality for constant STORAGE_COMPRESS_LOSSY.
The storage type (raw, lossy, or compressed).
Construct a new instance of ImageTexture. Note: use memnew!ImageTexture instead.
var texture = ImageTexture.new() var image = Image.new() image.load("res://icon.png") texture.create_from_image(image) $Sprite.texture = texture
This way, textures can be created at run-time by loading images both from within the editor and externally. Warning: Prefer to load imported textures with @GDScript.load over loading them from within the filesystem dynamically with Image.load, as it may not work in exported projects:
var texture = load("res://icon.png") $Sprite.texture = texture
This is because images have to be imported as StreamTexture first to be loaded with @GDScript.load. If you'd still like to load an image file just like any other Resource, import it as an Image resource instead, and then load it normally using the @GDScript.load method. But do note that the image data can still be retrieved from an imported texture as well using the Texture.getData method, which returns a copy of the data:
var texture = load("res://icon.png") var image : Image = texture.get_data()
An ImageTexture is not meant to be operated from within the editor interface directly, and is mostly useful for rendering images on screen dynamically via code. If you need to generate images procedurally from within the editor, consider saving and importing images as custom texture resources implementing a new EditorImportPlugin. Note: The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
A Texture based on an Image.
For an image to be displayed, an ImageTexture has to be created from it using the createFromImage method: