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Close Your name Your email Suggestion* Switch to Manual Declarationpublic
CubemapArray(int
width, int
cubemapCount,
TextureFormat textureFormat, bool
mipChain);
Declarationpublic
CubemapArray(int
width, int
cubemapCount,
TextureFormat textureFormat, bool
mipChain, bool
linear= false, bool
createUninitialized= false);
Declarationpublic
CubemapArray(int
width, int
cubemapCount,
TextureFormat textureFormat, int
mipCount, bool
linear);
Declarationpublic
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. DescriptionCreate 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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