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-rw-r--r--doc/classes/CubemapArray.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
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--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -5,7 +5,7 @@
</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.
+ Generally, [CubemapArray]s provide a more efficient 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>