Dynamic Cubemapping with FBO's

I come here because people are slacking on gamedev.net.

I obviously want to do dynamic cubemapping with FBO’s but I’m not sure what texture calls to make

1st) Do I really need 6 fbo’s verse 1 FBO with 6 accumulation buffers ( clearing the depth buffer each time )?

Otherwise, I’m just not sure what calls to make when

Assumeing I need 6 FBo’s, I actually create a texture for the accumulation buffer with glTexImage2D( GL_TEXTURE_2D ).

But when I create a cubemap, I need to create textures with glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT + i … ); …

So in my FBO, do i just create my texture as if it was part of the cubemap itself, specifically ( GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT + i … ) ?

thanks in advance…


Apple’s FBO sample code demonstrates dynamic cube maps. It uses one FBO and attaches each cube face in turn. There are other ways to do this, but this is simple and works.