CubemapArray
Inherits: ImageTextureLayered < TextureLayered < Texture < Resource < RefCounted < Object
An array of Cubemaps, stored together and with a single reference.
Description
CubemapArrays are made of an array of Cubemaps. Like Cubemaps, 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 CubemapArrays is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple Cubemaps into a shader using a single CubemapArray. Cubemaps are allocated in adjacent cache regions on the GPU, which makes CubemapArrays the most efficient way to store multiple Cubemaps.
Note: Godot uses CubemapArrays internally for many effects, including the Sky if you set ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections to true
. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
Note: CubemapArray is not supported in the OpenGL 3 rendering backend.
Methods
create_placeholder() const |
Method Descriptions
Resource create_placeholder() const 🔗
Creates a placeholder version of this resource (PlaceholderCubemapArray).
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