If you’re hardware supports it, you can use pbuffers and guess what, if you go take a look at opengl.org there’s a helper class in C++ and Delphi for creating those !! PBuffers are just offscreen rendering buffers.
Maybe take a look at my real time cube mapping demo. A big ball in a big room, with objects moving around it. Dynamically creates the cube map each frame too.
Instead of using pbuffers, which I believe is “trur” offscreen buffers, you can use the back buffer. It won’t show up on screen unless you swap the buffers.
With the back buffering option, is there a way to access the pixel information in the buffer, so i can build a texture to map onto the reflecting object.
Also, if you’re doing this with GeForce hardware and Release 10 drivers, I would strongly encourage using automatic mipmap generation. It’s really simple:
Originally posted by cass:
[b]
Also, if you’re doing this with GeForce hardware and Release 10 drivers, I would strongly encourage using automatic mipmap generation. It’s really simple: