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 of each cubemap face.
Number of elements in the cubemap array.
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 of each cubemap face.
Number of elements in the cubemap array.
Format of the cubemaps.
Amount of mipmaps to generate.
Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
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 of each cubemap face.
Number of elements in the cubemap array.
Format of the cubemaps.
Amount of mipmaps to generate.
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 of each cubemap face.
Number of elements in the cubemap array.
Format of the cubemaps.
Should mipmaps be generated ?
Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
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 of each cubemap face.
Number of elements in the cubemap array.
Format of the cubemaps.
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.