gator
07-12-2003, 08:41 PM
I'm assuming it's possible to have multiple cube maps?
So, if I bind a texture id to:
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, texture_id1 );
Then load all the cube maps:
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB ...
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
I can do it again with another texture id?
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, texture_id2 );
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB ...
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
etc...
[This message has been edited by gator (edited 07-12-2003).]
So, if I bind a texture id to:
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, texture_id1 );
Then load all the cube maps:
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB ...
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
I can do it again with another texture id?
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, texture_id2 );
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB ...
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
etc...
[This message has been edited by gator (edited 07-12-2003).]