Hello *,

I want to create a Cubemap node, which makes the environment available for all its children.
I'm shooting 6 pictures with a PerspectivCamera and use these as Cubemap.
Then I add the same CubeTextureChunk, TextureTransformChunk.... to all children materials.

I would like to add my Cubemap to a textured material. The rendering should filter the Cubemap-textures with the current SpecularColor (given by the material). In other words: I want to filter ChunkMaterial(MaterialChunk, TexturChunk, TexturTransformChunk, TexGenChunk, CubetexturChunk,TexturTransformChunk, TexGenChunk) with further TexturChunks (by setEnvMode(GL_COMBINE))).

The calculation should be done by multi-texture units.

I'd prefer the following calculation: m*t+s*c = f

m = MaterialColor for lighting
t = given TextureColor
s = SpecularColor of the material
C = CubemapColor (is constant)
f = result after texturing

My Problem: OpenSG would do the operation step by step ignoring the add and mult order: so f would be (m * t + s) * c :(

So what can I do ?

I have the following idea:
f can be written as (m*t*1/s + c) * s but 1/s is greater than 1, so i have to shift the value using the factor 1/16 !? At the end i could multiply my result by 16 (4*4 using GL_RGB_SCALE).

So my step by step formula looks like that: (m*t*(1/16*1/s) + c*1/16) * 4 * s * 4 = f

So c*1/16 can be pre-estimate.

Questions:
1. Is there a simple solution for my problem?

I don`t want to pre-estimate s*c because I need a different CubeMap-Texture for each material with different SpecularColor.

2. In my solution I need the texture colors as float values. Is this supported by the graphics card and how can I access this data format.

Whats the best way to multiply the factor 1/16 to my Cubemap-Texture?


Thanks in advance!


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