CubemapArray.xml 1.5 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="CubemapArray" inherits="ImageTextureLayered" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
  3. <brief_description>
  4. An array of [Cubemap]s, stored together and with a single reference.
  5. </brief_description>
  6. <description>
  7. [CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
  8. The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
  9. [b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
  10. [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
  11. </description>
  12. <tutorials>
  13. </tutorials>
  14. <methods>
  15. <method name="create_placeholder" qualifiers="const">
  16. <return type="Resource" />
  17. <description>
  18. Creates a placeholder version of this resource ([PlaceholderCubemapArray]).
  19. </description>
  20. </method>
  21. </methods>
  22. </class>