CubemapArray
Inherits: ImageTextureLayered < TextureLayered < Texture < Resource < RefCounted < Object
An array of Cubemap\ s, stored together and with a single reference.
Description
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.
Redot 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 Redot Editor import presets. To create a CubemapArray from code, use ImageTextureLayered.create_from_images() on an instance of the CubemapArray class.
The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Redot'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 a 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
Resource create_placeholder\ (\ ) const 🔗
Creates a placeholder version of this resource (PlaceholderCubemapArray).