cubemaps with shaders
I'm making texgen replacements in shaders (since they go bye bye when you start using shaders), and I have every one working but cubemaps. I've looked online and couldn't find anything. Does anyone know the formula used to generate the cubemaps in OpenGL? In case it helps at all, I'm using assembly shaders. (mainly because of their larger support on the Mac)
Thank you. I'll read through that and see if I can deduce how to replicate it.
In case anybody else wonders what you need, you need to find R, the same as in sphere mapping, then put that in the s, t, and r of the texture coordinate. If you use fragment shaders, you then use TEX with CUBE. (or whatever GLSL equivalent)
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