Thanks Robert, So in short you are stating that I use a texture atlas
approach. The second approach is what I used right now, for every face
of the cube construct that side and binding it to the texture which
was really inefficient.
Well, you have said something about the distortion. I read at
Forget about mipmapping for now - that's a different kind of
distortion. I'm talking about taking an image that's 100x100 and
putting it into a space that's 150x100, then drawing it back out at
100x100. The user will never know that it was stored at a different
aspect ratio because so long as
No, that's not what cube maps are for.
You can only draw 1 texture at a time (unless multitexturing but
that's totally different and not what you want) so you have 2 options:
1) Combine all textures together into a single one and map the
coordinates to each side accordingly (will run much
3 matches
Mail list logo