Original Post
I''m trying to pull off dynamic cube mapping, however using the function below, i''m getting horrible results, infact, nothing is textured correctly. can anyone see what''s the matter?
~Main
==
Colt "MainRoach" McAnlis
Programmer
www.badheat.com/sinewave
bool RenderCubeMap(int texID, float x, float y, float z)
{
int size=128;
glViewport(0,0,size,size);
for(int i=0; i < 6;i++)
{
glClear( GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(dirs[i].x, 1.0, 0.0, 0.0);
glRotatef(dirs[i].y, 0.0, 1.0, 0.0);
gluLookAt(0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0,-1.0, 0.0);
RenderWorld();
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texID);
glTexParameterf(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT + i, 0, GL_RGB, 0, 0, size,size, 0);
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
ReSizeGLScene(800,600);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
return true;
}