diff options
Diffstat (limited to 'doc/classes/CubemapArray.xml')
-rw-r--r-- | doc/classes/CubemapArray.xml | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 4fca842b5a..2fd55b66c6 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -1,8 +1,14 @@ <?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 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> |