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Cube Texture cubic_texture
Set the image used in the cube texture. Six independent images form six faces of a cube. If hardware supports this type of texture, it is often used in reflection maps or skyboxes. There are two formats. One is short format, and the image name is named in a special format. The other is more flexible and can be named at will, but the length is also longer.
Format 1 (Short format): Cubic_texture <base_name> <combineduvw | separateuv>
Images, and skybox_rt.jpg.
Format 2 (Long format): Cubic_texture <front> <back> <left> <right> <up> <down> separateuv
Format 2: each side is explicitly specified, in case that the name cannot be consistent. You can use format 2 with the separateuv parameter, because combineduvw requires a separate texture name assigned to the composite 3D texture (see below ).
In the two formats, the meaning of the last parameter is as follows:
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Combineduvw
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The six textures are combined in a cube texture ing using 3D texture coordinates with U, V, and W elements. Reflection ing is necessary because you never know which side you will need. Note that not all graphics cards support cube environment ing.
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Separateuv
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The six textures are separated and saved, but referenced by a texture layer. At any time, only one texture is active (in fact, they are saved as six images), so 2D UV coordinates are used. This type applies to skyboxes because only one side is rendered at a time and hardware is supported on older graphics cards.
Default: None