[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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