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Unity - Scripting API: CubemapArray.CubemapArray

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Switch to Manual Declaration

public

CubemapArray

(int

width

, int

cubemapCount

,

TextureFormat textureFormat

, bool

mipChain

);

Declaration

public

CubemapArray

(int

width

, int

cubemapCount

,

TextureFormat textureFormat

, bool

mipChain

, bool

linear

= false, bool

createUninitialized

= false);

Declaration

public

CubemapArray

(int

width

, int

cubemapCount

,

TextureFormat textureFormat

, int

mipCount

, bool

linear

);

Declaration

public

CubemapArray

(int

width

, int

cubemapCount

,

TextureFormat textureFormat

, int

mipCount

, bool

linear

, bool

createUninitialized

= false);

Parameters Parameter Description cubemapCount Number of elements in the cubemap array. linear Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. width Width of each cubemap face. textureFormat Format of the cubemaps. mipChain Should mipmaps be generated ? mipCount Amount of mipmaps to generate. createUninitialized Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage. Description

Create a new cubemap array.

Enable createUninitialized to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.

Usually you will want to set the colors of the cubemaps after creating it. Use SetPixels, SetPixels32 or Graphics.CopyTexture functions for that.

Note that this class does not support CubemapArray creation with a Crunch compression TextureFormat.


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