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…