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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="CubemapArray" inherits="ImageTextureLayered" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- An array of [Cubemap]s, stored together and with a single reference.
- </brief_description>
- <description>
- [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).
- 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.
- [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.
- [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="create_placeholder" qualifiers="const">
- <return type="Resource" />
- <description>
- Creates a placeholder version of this resource ([PlaceholderCubemapArray]).
- </description>
- </method>
- </methods>
- </class>
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