Construct a new instance of TextureArray. Note: use memnew!TextureArray instead.
shader_type canvas_item;
uniform sampler2DArray tex; uniform int index;
void fragment() { COLOR = texture(tex, vec3(UV.x, UV.y, float(index))); }
Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
Array of textures stored in a single primitive.
TextureArrays store an array of Images 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. TextureArrays 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: