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Supported image formats¶
Godot can import the following image formats:
.bmp) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
DirectDraw Surface (
.dds) - If mipmaps are present in the texture, they will be loaded directly. This can be used to achieve effects using custom mipmaps.
.exr) - Supports HDR (highly recommended for panorama skies).
Radiance HDR (
.hdr) - Supports HDR (highly recommended for panorama skies).
.jpeg) - Doesn't support transparency per the format's limitations.
.png) - Precision is limited to 8 bits per channel upon importing (no HDR images).
Truevision Targa (
.svgz) - SVGs are rasterized using ThorVG when importing them. Support is limited; complex vectors may not render correctly. You can check whether ThorVG can render a certain vector correctly using its web-based viewer. For complex vectors, rendering them to PNGs using Inkscape is often a better solution. This can be automated thanks to its command-line interface.
.webp) - WebP files support transparency and can be compressed lossily or losslessly. The precision is limited to 8 bits per channel.
If you've compiled the Godot editor from source with specific modules disabled, some formats may not be available.
The default action in Godot is to import images as textures. Textures are stored in video memory. Their pixel data can't be accessed directly from the CPU without converting them back to an Image in a script. This is what makes drawing them efficient.
There are over a dozen import options that can be adjusted after selecting an image in the FileSystem dock:
Changing import type¶
It is possible to choose other types of imported resources in the Import dock:
BitMap: 1-bit monochrome texture (intended to be used as a click mask in TextureButton and TouchScreenButton). This resource type cannot be displayed directly onto 2D or 3D nodes, but the pixel values can be queried from a script using get_bit.
Cubemap: Import the texture as a 6-sided cubemap, with interpolation between the cubemap's sides (seamless cubemaps), which can be sampled in custom shaders.
CubemapArray: Import the texture as a collection of 6-sided cubemaps, which can be sampled in custom shaders. This resource type can only be displayed when using the Forward+ or Forward Mobile rendering methods, not Compatibility.
Font Data (Monospace Image Font): Import the image as a bitmap font where all characters have the same width. See Using Fonts.
Image: Import the image as-is. This resource type cannot be displayed directly onto 2D or 3D nodes, but the pixel values can be queried from a script using get_pixel.
Texture2D: Import the image as a 2-dimensional texture, suited for display on 2D and 3D surfaces. This is the default import mode.
Texture2DArray: Import the image as a collection of 2-dimensional textures. Texture2DArray is similar to a 3-dimensional texture, but without interpolation between layers. Built-in 2D and 3D shaders cannot display texture arrays, so you must create a custom shader in 2D or 3D to display a texture from a texture array.
Texture3D: Import the image as a 3-dimensional texture. This is not a 2D texture applied onto a 3D surface. Texture3D is similar to a texture array, but with interpolation between layers. Texture3D is typically used for FogMaterial