1pass render to cube map using geometry shader


I understand all the theory and concepts with what is meant to be done with the single pass cube mapping approach using a geometry shader, but I can’t figure out how to render to all 6 textures in the geometry shader… if that makes sense…

I’m not too familiar with FBO’s, but from what I read in this spec, they are required to do this.

Anyone have some sample code perchance that does this, or similar? I’ve been stuck on this for a few days now


Basically you’ll want to attach the cubemap to an FBO, then bind the FBO and render into it… in the geometry shader, you’ll set gl_Layer to which cubemap face you want (0…5).

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