81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
23 lines
1.5 KiB
XML
23 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CubemapArray" inherits="ImageTextureLayered" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A single composite texture resource which consists of multiple [Cubemap]s.
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</brief_description>
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<description>
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[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].
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Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
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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].
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
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[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create_placeholder" qualifiers="const">
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<return type="Resource" />
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<description>
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Creates a placeholder version of this resource ([PlaceholderCubemapArray]).
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</description>
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</method>
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</methods>
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</class>
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