Available since LÖVE 0.11.0
This enum is not supported in earlier versions.

Types of textures (2D, cubemap, etc.)


Regular 2D texture with width and height.
Several same-size 2D textures organized into a single object. Similar to a texture atlas / sprite sheet, but avoids sprite bleeding and other issues.
Cubemap texture with 6 faces. Requires a custom shader (and Shader:send) to use. Sampling from a cube texture in a shader takes a 3D direction vector instead of a texture coordinate.
3D texture with width, height, and depth. Requires a custom shader to use. Volume textures can have texture filtering applied along the 3rd axis.


Array textures can be rendered with love.graphics.drawLayer, with love.graphics.draw and a Quad via Quad:setLayer, or by sending it to a custom Shader. When getting the pixels of a layer of an Array Texture in a shader, a third texture coordinate component is used to choose which layer to get.

When using a custom Shader, each texture type has a different GLSL type.

  • Image (or sampler2D) is a 2D texture.
  • ArrayImage (or sampler2DArray) is an array texture.
  • CubeImage (or samplerCube) is a cubemap texture.
  • VolumeImage (or sampler3D) is a volume texture.

The Texel shader function can be used to sample from all types of textures in a shader. Texel is recommended instead of texture2D, textureCube etc., because the latter do not work across all versions of GLSL supported by LÖVE, whereas Texel does (GLSL 3 removed texture2D and added a generic texture function).

Each texture type has a different maximum size on a user's system. Use love.graphics.getSystemLimits to check.

Not all texture types are supported by all systems. love.graphics.getTextureTypes can check for support.

2D and cube texture types are supported everywhere. Array textures require a system that supports OpenGL 3 or OpenGL ES 3. Volume / 3D textures require a system that supports OpenGL 2 or OpenGL ES 3.

See Also

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