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authorMJacred <loesch.benny92@gmx.de>2022-09-08 10:19:54 +0200
committerMJacred <loesch.benny92@gmx.de>2022-09-08 10:19:54 +0200
commit15603ca8871d6768f23af9816b590629cffb0854 (patch)
treecbe37d0712b8f74f272895c976a043974a78a6a9 /doc/classes/CubemapArray.xml
parent33b4153764980eaaeb11e74d6ed4a158136287e4 (diff)
Add class descriptions for Texture2DArray, CubemapArray and ImageTextureLayered, plus overhaul TextureLayered
Co-authored-by: Clay John <claynjohn@gmail.com>
Diffstat (limited to 'doc/classes/CubemapArray.xml')
-rw-r--r--doc/classes/CubemapArray.xml5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 4fca842b5a..7f001155e4 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -1,8 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CubemapArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A single composite texture resource which consists of multiple [Cubemap]s.
</brief_description>
<description>
+ [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].
+ Generally, [CubemapArray]s provide a more efficent way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
+ 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].
+ [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>
</tutorials>