CubemapArray

继承: ImageTextureLayered < TextureLayered < Texture < Resource < RefCounted < Object

An array of Cubemap s, stored together and with a single reference.

描述

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).

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.

Note: Godot uses CubemapArray s internally for many effects, including the Sky if you set ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections to true. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.

Note: CubemapArray is not supported in the OpenGL 3 rendering backend.

方法


方法说明

Resource create_placeholder ( ) const1

Creates a placeholder version of this resource (PlaceholderCubemapArray).

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。