Supported Hardware

Series6, Series6XE, Series6XT

Valid APIs

OpenGL ES 3.1


This extension adds the idea of a cube map array to the API, such that multiple cube maps can be stored in a single array texture. This allows things like skyboxes with multiple texture layers to be rendered, whilst only consuming a single texture unit.


// Generate a cube map array texture 
GLuint cubeArrayTexture; 
glGenTextures(1, &cubeArrayTexture); 
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_EXT, cubeArrayTexture); 
// Create the texture storage with 8 layers. 
// Number of layers allocated = floor(depth / 6), as there are 6 faces for every cube map. So simply multiply by 6 the number of layers needed. 
glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY_EXT, 0, GL_RGBA8, textureWidth, textureHeight, 8 * 6); 
#extension GL_EXT_texture_cube_map_array : require 
uniform lowp samplerCubeArray cubeArrayTexture; 
in highp vec3 viewDirection; 
in highp float layer; 
void main() 
	value += texture(cubeArrayTexture, vec4(viewDirection, layer);