createdCubeRenderTargets property

List<({TextureFormat format, int mipLevels, int size})> createdCubeRenderTargets
final

Every cube a pass may draw into, with the level count it was asked for, so a test can see that a probe allocated what it meant to.

Implementation

final List<({int size, TextureFormat format, int mipLevels})>
createdCubeRenderTargets =
    <({int size, TextureFormat format, int mipLevels})>[];