1c1524a651
Can't stop, won't stop, they said, huh?
24 lines
1.6 KiB
XML
24 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="CubemapArray" inherits="ImageTextureLayered" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A single composite texture resource which consists of multiple [Cubemap]s.
|
|
</brief_description>
|
|
<description>
|
|
[CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image 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].
|
|
Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
|
|
Internally, Godot uses [CubemapArray]s 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 Godot Editor import presets.
|
|
[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>
|