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			23 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="CubemapArray" inherits="ImageTextureLayered" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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| 	<brief_description>
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| 		A single composite texture resource which consists of multiple [Cubemap]s.
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| 	</brief_description>
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| 	<description>
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| 		[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].
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| 		Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
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| 		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].
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| 		To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
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| 		[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="create_placeholder" qualifiers="const">
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| 			<return type="Resource" />
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| 			<description>
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| 				Creates a placeholder version of this resource ([PlaceholderCubemapArray]).
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| 			</description>
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| 		</method>
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| 	</methods>
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| </class>
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