Documentation ¶
Overview ¶
Package PanoramaSkyMaterial provides methods for working with PanoramaSkyMaterial object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsMaterial() Material.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPanoramaSkyMaterial() Instance
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) EnergyMultiplier() Float.X
- func (self Instance) Filter() bool
- func (self Instance) Panorama() [1]gdclass.Texture2D
- func (self Instance) SetEnergyMultiplier(value Float.X)
- func (self Instance) SetFilter(value bool)
- func (self Instance) SetPanorama(value [1]gdclass.Texture2D)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.PanoramaSkyMaterial
A resource referenced in a [Sky] that is used to draw a background. [PanoramaSkyMaterial] functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a [Cubemap]. Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsMaterial ¶
func (Instance) AsPanoramaSkyMaterial ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted