View Full Version : Using CubeMap faces as 2D textures

11-08-2007, 05:38 AM
It's posible to use the cube map faces as 2D textures, without texture coord generation?.

11-08-2007, 07:17 AM
Short answer (unless you can be more specific): no.
A cube map is comprised of 6 2d faces but it is always addressed with a 3d vector.

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11-08-2007, 08:48 AM
Maybe you want to use glTexCoord3f manually ?

11-08-2007, 01:13 PM
Well, I post this beacuse when I started to read OpenGL2.1 specifications there is a section with this statements:

- An image is a 2D texture
- A cubemap have 6 images
- A 3DTexture is a collection of many images

So I thought that maybe there is a way to load only 'Images' and then use something like

GLuint glCreateCubemap(GLuint texojb, GLuint* faces);
GLuint glCreate3DTexture(GLuint texobj, GLuint* layers, GLint depth).

Or something like that. We could save a lot of space with that. I'm dreaming too much?:S

11-09-2007, 03:51 AM
You don't say what you are actually trying to do. How should we be able to help you then?

11-10-2007, 04:33 AM
If you need 2D textures, then use 2D textures.
glCreateCubemap and glCreate3DTexturedon't exist. If you want to learn to use cubemaps, developer.nvidia.com has demoes.
The SDK contains a lot of demoes and is large but you can download some of the demoes one by one.