Open Baker7 opened 9 months ago
I shouldn't "fix" it like this .. yet this fixes it ...
R_RenderView(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
R_RenderView(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, size, size);
What I should do is see why the new code isn't working as intended.
I wanted to see what "reflections" would like if I use an environmental map shader using a cubemap actually made from the area (I kind of needed "envmap" and then throw them in https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html and use that in a shader
Resulting in something like this ...
If you want a mirrorish effect for virtually free, that works. Or environmental effects that use the actual area.
/Extra: "envmap" should write jpgs at least as an option
Tried "envmap", interested in making a cubemap to use in a shader.
DarkPlaces Beta is doing it like this (rotating the picture)
DarkPlaces Classic ... (reorients the view)
The code is not much changed in void R_Envmap_f and the view angles are set correctly into r_refdef.view.matrix, so something else is up.