Hi, you can get inspiration from the OpenIG project (http://openig.compro.net) , there is a SilverLining plugin ( https://github.com/CCSI-CSSI/MuseOpenIG/tree/master/Plugin-SilverLining) with reflections working together with Triton
On Thu, Feb 15, 2018 at 3:51 PM, Chris Hardy <hardy...@gmail.com> wrote: > It turns out this is pretty easy, I just made a couple of silly > uncaffeinated mistakes. In case anyone gets stuck in the same hole, all you > have to do is create your own TextureObject and assign it to the > TextureCubeMap. > > Perhaps there are some finer details missing in this solution but the > output on the screen is at least accurate to what I want for the moment. > > > Code: > > unsigned int handle; > void* ptr = &handle; > atm->GetEnvironmentMap(ptr, 6); > > osg::TextureCubeMap* hdrEnvMap = new osg::TextureCubeMap; > osg::Texture::TextureObject* textureObject = new > osg::Texture::TextureObject(hdrEnvMap, (GLuint)ptr, GL_TEXTURE_CUBE_MAP); > hdrEnvMap->setTextureObject(camera->getGraphicsContext()->getState()->getContextID(), > textureObject); > > > > > My reflections are the wrong way around but that's my own problem I > suppose. :P > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72962#72962 > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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