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  "Correct" texture mapping switches and filter for environment mapping  (Read 1668 times)
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Offline ElNormeo

Senior Newbie

« Posted 2009-06-15 19:34:31 »

Hi there,
Due to lack of of a proper code for a ksybox, i built myself a 'manual' skybox, by positioning 6 quads around a sphere.
The code is working fine, no prob there, but i got some troubles with the 'right' texture mapping filters for my 'walls'
For my center shining sphere i use:
texSphere.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
            texSphere.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);

For my walls i use the same...

Now during the rotation of the sourounding cube, my 'wall' textures moving and bending around too. I mean that looks fancy, but i want to have static textures for the walls.

Does any of you have an idea, how to use these texture filters properly to create an 'correct' environment mapping?


Offline PeterB

Junior Devvie

Exp: 15 years

« Reply #1 - Posted 2009-06-15 23:43:10 »

You shouldn't be using any kind of environment map when rendering your skybox.
You want the skybox to look like sky, not like walls that are reflecting sky.

That's what your sphere should do (with GL_TEXTURE_CUBE_MAP - google it for examples)

Just draw the skybox with normal calls.

Want some help making skies? try this:

Offline ElNormeo

Senior Newbie

« Reply #2 - Posted 2009-06-16 11:08:09 »

Googleing for GL_TEXTURE_CUE_MAP + examples showed some very promising stuff. Will test that tonight at home. Thanks very much;-)
PS: I'm using Ubunto, so no Terragen for me unless i get that with Wine working, which i will try too.
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