anchor: love.graphics.newArrayImage
  Creates a new array Image.
  
  An array image / array texture is a single object which contains multiple 'layers' or 'slices' of 2D sub-images. It can be thought of similarly to a texture atlas or sprite sheet, but it doesn't suffer from the same tile / quad bleeding artifacts that texture atlases do – although every sub-image must have the same dimensions.
  
  A specific layer of an array image can be drawn with love.graphics.drawLayer / SpriteBatch:addLayer, or with the Quad variant of love.graphics.draw and Quad:setLayer, or via a custom Shader.
  
  To use an array image in a Shader, it must be declared as a ArrayImage or sampler2DArray type (instead of Image or sampler2D). The Texel(ArrayImage image, vec3 texturecoord) shader function must be used to get pixel colors from a slice of the array image. The vec3 argument contains the texture coordinate in the first two components, and the 0-based slice index in the third component.
  image = love.graphics.newArrayImage( slices, settings )
  slices table A table containing filepaths to images (or File, FileData, ImageData, or CompressedImageData objects), in an array. Each sub-image must have the same dimensions. A table of tables can also be given, where each sub-table contains all mipmap levels for the slice index of that sub-table.
  settings (nil) table Optional table of settings to configure the array image, containing the following fields:
  settings.mipmaps (false) boolean True to make the image use mipmaps, false to disable them. Mipmaps will be automatically generated if the image isn't a compressed texture format.
  settings.linear (false) boolean True to treat the image's pixels as linear instead of sRGB, when gamma correct rendering is enabled. Most images are authored as sRGB.
  settings.dpiscale (1) number The DPI scale to use when drawing the array image and calling getWidth/getHeight.
  image Image An Array Image object.