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Diffstat (limited to 'doc/classes/CubemapArray.xml')
-rw-r--r-- | doc/classes/CubemapArray.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 6e5e466fcf..935126ba5b 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -6,7 +6,7 @@ <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. - [b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. + [b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend. </description> <tutorials> |