Table of Contents

Class CubemapArray

Namespace
Godot
Assembly
GodotSharp.dll

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 CreateFromImages(Array<Image>) 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 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.

public class CubemapArray : ImageTextureLayered, IDisposable
Inheritance
CubemapArray
Implements
Inherited Members

Constructors

CubemapArray()

public CubemapArray()

Methods

CreatePlaceholder()

Creates a placeholder version of this resource (PlaceholderCubemapArray).

public Resource CreatePlaceholder()

Returns

Resource

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool