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I know cubemaps aren't yet integrated in irrlicht, but is it possible to fake the same thing with 6 separate textures and still use them in a shader with the texCUBE instruction?
I've tried to do it, setting texture 0 to colormap and 1-6 to cubemap but get weird results and I haven't found out wether that's due to the textures or the way I handle them in the shader.
To me that looks like you've just created 6 textures (the faces of the cube) as individual textures and then in the shader you're treating the first texture (face 1) as a cube map, which obviously isn't going to work and i guess it would read into random memory or something.
I guess you'd have to make the texCUBE function yourself and determine which face texture to read from and which position in the texture.
I was thinking using only 1 texture and dividing the texcoords up to simlute 6 different ones. When you do the rendering for reflections use viewports to render to seperate parts of the image.
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BlindSide wrote:I was thinking using only 1 texture and dividing the texcoords up to simlute 6 different ones. When you do the rendering for reflections use viewports to render to seperate parts of the image.
Hey, yes, that's a good one.
Quality will however be lower.
But even better, I can use 3 textures with 2 viewports on each texture, which will almost solve the quality issue.