Original Post
Hi, I wanted to reduce the ambient lighting component in my scenario, but add more diversity in lighting without adding more lights. With this premise I stumbled upon "environmental cubic lighting" and this seems to be what I was looking for. As I understood it I've to create somewhat of a cube map-light map and with the normal of a vertex indexed I get a color value of that light-map appropriate to my position? If I want to use this cube map for the lighting of my ambient term, do I've to multiply it with the material attributes (for example gl_FrontMaterial.ambient * CUBE_MAP_PIXEL) or just add it to the final color of my pixel? Any ideas about tools specialized or which can be of some help in the creation of these cubic light map? Is it possible to use something like this also for diffuse and specular models? Not to replace a real lights, but to extend it with a bit of a more complex look? Thank you very much.