ImageTexture

    A Texture based on an .

    A based on an Image. For an image to be displayed, an has to be created from it using the method:

    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 , as it may not work in exported projects:

    This is because images have to be imported as StreamTexture first to be loaded with . If you’d still like to load an image file just like any other Resource, import it as an 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 method, which returns a copy of the 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.

    Tutorials

    Methods

    enum Storage:

    • STORAGE_RAW = 0 —- Image data is stored raw and unaltered.

    • STORAGE_COMPRESS_LOSSY = 1 —- data is compressed with a lossy algorithm. You can set the storage quality with lossy_quality.

    • STORAGE_COMPRESS_LOSSLESS = 2 —- data is compressed with a lossless algorithm.

    Property Descriptions

    The storage quality for .


    The storage type (raw, lossy, or compressed).

    • void create ( int width, height, Format format, flags=7 )

    Create a new ImageTexture with and height.

    format is a value from Format, flags is any combination of .


    • void create_from_image ( Image image, flags=7 )

    Initializes the texture by allocating and setting the data from an Image with from . An sRGB to linear color space conversion can take place, according to Format.


    • get_format ( ) const

    Returns the format of the texture, one of Format.


    Loads an image from a file path and creates a texture from it.

    Note: This method is deprecated and will be removed in Godot 4.0, use and create_from_image instead.


    Replaces the texture’s data with a new .

    Note: The texture has to be initialized first with the create_from_image 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 method.

    Use this method over create_from_image if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.


    • void set_size_override ( size )