Closed Akira1San closed 8 years ago
Thanks. For skybox, it seems feasible (maybe we'll ask HG1 if he wants to integrate his patch into the upbge...) But for cubemap reflections, as say Moguri, it's an enormous technical challenge to integrate this into the "main shader" code. We have nevertheless added a GLSL template for cubemap reflections in the upbge (for 1 light source and 1 cubemap texture)
Light probes eventually would be pretty neat,
Hg1's realtime cube mapped reflections shader is pretty sweet,
https://www.youtube.com/watch?v=OloKmKAlleM
that said, it's not easy to just duplicate and use it again,
(like to use the player cube map and math to fake cube maps on everything around you)
On Wed, Jan 13, 2016 at 8:57 AM, youle31 notifications@github.com wrote:
Thanks. For skybox, it seems feasible (maybe we'll ask HG1 if he wants to integrate his patch into the upbge...) But for cubemap reflections, as say Moguri, it's an enormous technical challenge to integrate this into the "main shader" code. We have nevertheless added a GLSL template for cubemap reflections in the upbge (for 1 light source and 1 cubemap texture)
— Reply to this email directly or view it on GitHub https://github.com/UPBGE/blender/issues/16#issuecomment-171363124.
I see.
Finally it was feasible https://youtu.be/jbFFyU28Py8 :)
Thanks very much Lordloki for the links!
Looks cool!
Sky/background render are now implemented : https://github.com/UPBGE/blender/commit/b89ff69de8db9ef76c8d07c526046770597b5422.
Add support for Skybox + cubemap + Environment mapping. This feature should give the user game developer the ability to add reflection and refraction using a single global texture. Example link -> http://learnopengl.com/#!Advanced-OpenGL/Cubemaps