CubemapArray

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

An array ofCubemaps, stored together and with a single reference.

Description

CubemapArrays are made of an array ofCubemaps. LikeCubemaps, 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 ofCubemapArrays is that they can be accessed in shader code using a single texture reference. In other words, you can pass multipleCubemaps into a shader using a singleCubemapArray.Cubemaps are allocated in adjacent cache regions on the GPU, which makesCubemapArrays the most efficient way to store multipleCubemaps.

Godot usesCubemapArrays internally for many effects, including theSky if you setProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections totrue.

To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, useImageTextureLayered.create_from_images() on an instance of the CubemapArray class.

The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:

Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).

Note:CubemapArray is not supported in the Compatibility renderer due to graphics API limitations.

Methods

Resource

create_placeholder()const


Method Descriptions

Resourcecreate_placeholder()const🔗

Creates a placeholder version of this resource (PlaceholderCubemapArray).


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