If you have a Cube A pass in your shader and choose to view it (View menu -> Pass -> Cube A) you get a ton of OpenGL errors. This is because the display code assumes that the texture target for whatever it's showing is GL_TEXTURE_2D, which is not the case when dealing with a cubemap.
We'll should display the 6 cubemap faces as a cross. This should be reusable for #37 (the thumbnails) as well.
If you have a Cube A pass in your shader and choose to view it (View menu -> Pass -> Cube A) you get a ton of OpenGL errors. This is because the display code assumes that the texture target for whatever it's showing is GL_TEXTURE_2D, which is not the case when dealing with a cubemap.
We'll should display the 6 cubemap faces as a cross. This should be reusable for #37 (the thumbnails) as well.