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
Resource | create_placeholder ( ) const1 |
方法说明
Resource
create_placeholder ( ) const1
Creates a placeholder version of this resource (PlaceholderCubemapArray
).
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。