Texture for 2D and 3D. A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control]. Textures are often created by loading them from a file. See [method @GDScript.load]. Returns the texture height. Returns the texture size. Returns the texture width. The texture's flags. Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant FLAG_FILTER] are enabled. Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio. Repeats the texture (instead of clamp to edge). Uses a magnifying filter, to enable smooth zooming in of the texture. Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios. This results in better-looking textures when viewed from oblique angles. Converts the texture to the sRGB color space. Repeats the texture with alternate sections mirrored. Texture is a video surface.