[osg-users] dynamic cube map
Trajce Nikolov NICK
trajce.nikolov.nick at gmail.com
Tue Dec 5 22:40:40 PST 2017
Hi Romulo,
have a look at the OpenIG project sources, it has it implemented with GLSL
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-ModelComposition/IGPluginModelComposition.cpp
Look here for "environmental", starting from line 395. Here you use texture
cache to set up the 6 textures and the #define for the shader composition
The GLSL part is here:
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_vs.glsl
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_ps.glsl
Again, it uses shader composition the code inside #if defined(ENVIRONMENTAL)
Shoot questions if you struggle
Hope this helps
Cheers,
Nick
On Wed, Dec 6, 2017 at 3:08 AM, Rômulo Cerqueira <romulogcerqueira at gmail.com
> wrote:
> Hi Robert,
>
> my idea is to compute the secondary reflections by using dynamic cubemap.
> I need to get the normal and depth from cube map reflections. Is it
> possible?
>
> ...
>
> Thank you!
>
> Cheers,
> Rômulo
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72541#72541
>
>
>
>
>
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--
trajce nikolov nick
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