CubemapArray

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Published: Sep 20, 2025 License: MIT Imports: 27 Imported by: 0

Documentation

Overview

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

Godot uses CubemapArrays 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 Godot Editor import presets. To create a CubemapArray from code, use ImageTextureLayered.CreateFromImages 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:

- 2×3 cubemap template (default layout option)

- 3×2 cubemap template

- 1×6 cubemap template

- 6×1 cubemap template

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.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsCubemapArray() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsCubemapArray

func (self *Extension[T]) AsCubemapArray() Instance

func (*Extension[T]) AsImageTextureLayered

func (self *Extension[T]) AsImageTextureLayered() ImageTextureLayered.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsTexture

func (self *Extension[T]) AsTexture() Texture.Instance

func (*Extension[T]) AsTextureLayered

func (self *Extension[T]) AsTextureLayered() TextureLayered.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.CubemapArray

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsCubemapArray

func (self Instance) AsCubemapArray() Instance

func (Instance) AsImageTextureLayered

func (self Instance) AsImageTextureLayered() ImageTextureLayered.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsTexture

func (self Instance) AsTexture() Texture.Instance

func (Instance) AsTextureLayered

func (self Instance) AsTextureLayered() TextureLayered.Instance

func (Instance) CreatePlaceholder

func (self Instance) CreatePlaceholder() Resource.Instance

Creates a placeholder version of this resource (PlaceholderCubemapArray).

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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