mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 05:04:10 +00:00
23 lines
1.5 KiB
XML
23 lines
1.5 KiB
XML
<?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>
|