Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format. Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D]. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. All images need to have the same width, height and number of mipmap levels. A [TextureLayered] can be loaded with [method ResourceLoader.load]. Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3). Called when the [TextureLayered]'s format is queried. Called when the [TextureLayered]'s height is queried. Called when the data for a layer in the [TextureLayered] is queried. Called when the layers' type in the [TextureLayered] is queried. Called when the number of layers in the [TextureLayered] is queried. Called when the [TextureLayered]'s width queried. Called when the presence of mipmaps in the [TextureLayered] is queried. Returns the current format being used by this texture. See [enum Image.Format] for details. Returns the height of the texture in pixels. Height is typically represented by the Y axis. Returns an [Image] resource with the data from specified [param layer]. Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types. Returns the number of referenced [Image]s. Returns the width of the texture in pixels. Width is typically represented by the X axis. Returns [code]true[/code] if the layers have generated mipmaps. Texture is a generic [Texture2DArray]. Texture is a [Cubemap], with each side in its own layer (6 in total). Texture is a [CubemapArray], with each cubemap being made of 6 layers.