I was wondering how people generate dynamic cube maps. I understand how to do it. You just render six orthogonal views and bind them into the respective GL_ARB_CUBE_MAP_* and there she be. The situation is that I am using a P-Buffer for rendering the six views and then I use the WGL_ARB_RENDER_TO_TEXTURE extension (wglBindTexImageARB()). But obviously this doesn’t really work because i need to do this six times. And of course you need all 6 of the cube maps at once. So how I see it no matter what I somehow have to do some form of glGetImage2d() between each orthogonal pass in the p-buffer and then I bind the 6 textures and then I draw the cube mapped object. Basically I want to know what is the best way to generate dynamic cube maps. The P-buffer is nice and render to texture works great. The P-Buffer allows me to use low res textures (compared to the screen res anyway) which is good because as we all know glReadPixels is just inherently slow. (Its a lot of data to copy).
Whats everyone’s experience with this.
Thanks, I am quite curious.
Happy Coding.