<?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> <methods> <method name="create_placeholder" qualifiers="const"> <return type="Resource" /> <description> Creates a placeholder version of this resource ([PlaceholderCubemapArray]). </description> </method> </methods> </class>