feat: godot-engine-source-4.3-stable
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engine/doc/classes/CubemapArray.xml
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engine/doc/classes/CubemapArray.xml
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<?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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An array of [Cubemap]s, stored together and with a single reference.
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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. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
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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]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
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[b]Note:[/b] Godot uses [CubemapArray]s internally 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 import presets of the File System dock.
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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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