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-rw-r--r--doc/classes/Texture2DArray.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
index f1c76d14e4..b1269ceaa2 100644
--- a/doc/classes/Texture2DArray.xml
+++ b/doc/classes/Texture2DArray.xml
@@ -6,7 +6,7 @@
<description>
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
- To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
+ To create such a texture file yourself, reimport your image files using the Redot Editor import presets.
</description>
<tutorials>
</tutorials>