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DX11 CREATE CUBEMAP

Creates a cubemap image.
A cubemap consists of six images (corresponding to the north, east, south, west, up and down faces of a cube). It can be treated just like a
texture array with 6 elements, however on the GPU (shader) side it can be bound as a TextureCube resource.
As with a texture array, all six input images must have the same format, size and number of mip levels (if any). Their pixel data will be copied to
the created cubemap so it is perfectly legal to delete the source images after calling this function.
*
Take note that in order to use an image from a cubemap for rendering, you will have to write your own shader that makes use of a TextureCube resource.
You cannot set a sub-image of a cubemap as a "normal" Texture2D texture for an object or sprite.

Syntax

    Return Dword = DX11 CREATE CUBEMAP(east, west, up, down, north, south, [accessMode])

Parameters

    east

> Dword
> The image to use as the east (+x) face of the cube.

    west

> Dword
> The image to use as the west (-x) face of the cube.

    up

> Dword
> The image to use as the up (+y) face of the cube.

    down

> Dword
> The image to use as the down (-y) face of the cube.

    north

> Dword
> The image to use as the north (+z) face of the cube.

    south

> Dword
> The image to use as the south (-z) face of the cube.

    [Optional] accessMode

> Dword
> Set to one of the ACCESSMODE_XXX constants. ACCESSMODE_DIRECT_CPUWRITABLE allows faster editing of the image from the CPU (but slower read times by the GPU), ACCESSMODE_GPUWRITABLE is needed to create a images that can be used as read/write resources in a shader.

Returns

The created cubemap image.

See also

IMAGE Functions Menu
DX11 Function Categories