mirror of
https://github.com/Redot-Engine/redot-engine.git
synced 2025-12-06 15:21:56 -05:00
Trying to change "Godot" to "Redot" in the doc context while acknowledging the reference to previous Godot versions like Godot 3.X.
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] Redot 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>
|