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During each rendering call, we pass the cubemap texture into our fragment shader and let it do the heavy lifting for us. We simply supply the corresponding images into our program, and then load the textures once in our program before rendering. We can get the other sides of the face by adding into our GL_TEXTURE_CUBE_MAP_POSITIVE_X enum.įor a static cubemap, this is very easy. We assign the images to each side of the cubemap using the GL_TEXTURE_CUBE_MAP_POSITIVE_X enum, where positive x is the image on the "right" face of the cube, as shown in the following picture. When binded to newly generated texture, this informs OpenGL that we're going to create a cubemap.
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In OpenGL, there is a enum called GL_TEXTURE_CUBE_MAP.
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The image below illustrates this concept. In the case of a 3D world, this can be done using a type of texture called a cubemap.Ī cubemap is essentially a box made out of six 2D textures, which can be provided to the program or generated at run-time.Ī cubemap made out of provided textures are called static cubemaps, whereas textures provided at run-time are called dynamic cubemaps.Īfter providing a cubemap to the program, the fragment shader computes a normalized direction vector from the origin of the object, and the first fragment color it finds is used to color the object's fragment. Environment mapping is an image-based lighting technique where we can approxiamte the appearnce of a reflective or refractive surface using a texture image.