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Unity Engine


CubemapArray

Create a new cubemap array.
Read time 4 minutesLast updated 5 days ago

Definition

  • Type: Constructor
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

CubemapArray(int, int, GraphicsFormat, TextureCreationFlags)

Create a new cubemap array.
public CubemapArray(int width, int cubemapCount, GraphicsFormat format, TextureCreationFlags flags)

Parameters

width

Width of each cubemap face.

cubemapCount

Number of elements in the cubemap array.


flags

TextureCreationFlags

Remarks

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 CubemapArray.SetPixels, CubemapArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support CubemapArray creation with a Crunch compression TextureFormat.

CubemapArray(int, int, TextureFormat, int, bool, bool)

Create a new cubemap array.
public CubemapArray(int width, int cubemapCount, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized)

Parameters

width

Width of each cubemap face.

cubemapCount

Number of elements in the cubemap array.

textureFormat

Format of the cubemaps.

mipCount

Amount of mipmaps to generate.

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

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.

Remarks

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 CubemapArray.SetPixels, CubemapArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support CubemapArray creation with a Crunch compression TextureFormat.

CubemapArray(int, int, TextureFormat, int, bool)

Create a new cubemap array.
public CubemapArray(int width, int cubemapCount, TextureFormat textureFormat, int mipCount, bool linear)

Parameters

width

Width of each cubemap face.

cubemapCount

Number of elements in the cubemap array.

textureFormat

Format of the cubemaps.

mipCount

Amount of mipmaps to generate.

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

Remarks

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 CubemapArray.SetPixels, CubemapArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support CubemapArray creation with a Crunch compression TextureFormat.

CubemapArray(int, int, TextureFormat, bool, bool, bool)

Create a new cubemap array.
public CubemapArray(int width, int cubemapCount, TextureFormat textureFormat, bool mipChain, bool linear, bool createUninitialized)

Parameters

width

Width of each cubemap face.

cubemapCount

Number of elements in the cubemap array.

textureFormat

Format of the cubemaps.

mipChain

Should mipmaps be generated ?

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

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.

Remarks

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 CubemapArray.SetPixels, CubemapArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support CubemapArray creation with a Crunch compression TextureFormat.

CubemapArray(int, int, TextureFormat, bool)

Create a new cubemap array.
public CubemapArray(int width, int cubemapCount, TextureFormat textureFormat, bool mipChain)

Parameters

width

Width of each cubemap face.

cubemapCount

Number of elements in the cubemap array.

textureFormat

Format of the cubemaps.

mipChain

Should mipmaps be generated ?

Remarks

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 CubemapArray.SetPixels, CubemapArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support CubemapArray creation with a Crunch compression TextureFormat.