Full Name. Phone Number. Job Title. Company Size Company Size: 1 - 25 26 - 99 - - 1, - 4, 5, - 9, 10, - 19, 20, or More. Get notifications on updates for this project. Get the SourceForge newsletter. JavaScript is required for this form. No, thanks. CubeMap is a software package designed for convert the texture of the cylindrical projection to the quadrilateralized spherical cube projection cubemap projection.
It is support input textures of any resolution, any number of channels per pixel, 8-bit or bits signed or unsigned integers. The format of the input texture is uncompressed raw data.
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Get notifications on updates for this project. Get the SourceForge newsletter. JavaScript is required for this form. No, thanks. Summary Files Reviews Support Wiki. The GIF quality is a bit poor, so please keep that in mind. The after images that appear on the sphere below do not show up in the actual program. Environment mapping is an image-based lighting technique where we can approximate the appearance of a reflective or refractive surface using a texture image.
In the case of a 3D world, this can be done using a type of texture called a cubemap. A cubemap is essentially a box made out of six 2D textures, which can be provided to the program or generated at run-time.
A cubemap made out of provided textures are called static cubemaps , whereas textures provided during run-time are called dynamic cubemaps. After 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.
The image below illustrates this concept. When binded to a newly generated texture, this informs OpenGL that we're going to create a cubemap. For a static cubemap, this is very easy to implement. We simply supply six images into our program, and then load the textures once before rendering. During each rendering call, we pass the cubemap texture into our fragment shader and let it do the heavy lifting for us. We can then determine the color of our object's fragment by calling textureCube cubemap, directionVector.
This calculates the normalize direction vector and determines our color, as explained previously. Creating a static cubemap can create beautiful, stationary scenes, but it needs to be remembered that a dynamic cubemap is one that works with the surrounding environment in real-time. So, we simply cannot load the images into our program to display a moving environment on our reflective or refractive surface. This would take way too much memory and we could not possibly account for all possibilities of a dynamic environment.
The solution to this is to generate the cubemap faces at run-time. This is accomplished by rendering our scene six times before a final render pass, once for each face on the cube. By setting the camera along each positive and negative axis and setting the field of view FOV to 90 degrees, we essentially capture what the face sees.
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