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24 lines
1.6 KiB
XML
24 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CubemapArray" inherits="ImageTextureLayered" version="4.0" 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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