Sometimes this kind of technique can be fast enough, especially with the
fillrates we are starting to see.  However, most reflection maps are
static.  Since most reflections are a fairly small part of the coloring
operation from a visual standpoint, they can usually be static.  For the
detail you get from them, you would have to me modeling a huge mirror
ball for most people to notice.  For cases where it has to be perfect,
then the render/texture each frame is needed.

Depending on your application, sphere mapping may work.  This only
requires one render, but it is view dependent.  So, if you have many
viewers in your world, this could get ugly.  That is one reason that the
view independent cube mapping is becoming popular.

Doug Twilleager
Java 3D Team
Sun Microsystems

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>Subject: [JAVA3D] Environment mapping
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>
>Can anyone point me in the direction of how to do environment mapping?  I
>noticed on the Fullsail F1 racer they have reflections on the shiny part of
>the car.  All I can find in Java3d is CubeMap which requires 6 images be
>supplied.  I don't think you can do an offscreen render and a texture upload
>fast enough to use that for reflections, but I could be wrong.
>
>Any help would be appreciated.
>
>Dave Yazel
>
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