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-rw-r--r--doc/classes/CubemapArray.xml13
1 files changed, 11 insertions, 2 deletions
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 07e401a13d..1b410671c1 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -5,10 +5,19 @@
</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 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].
+ Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to 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].
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[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>