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If we could have added a function like this, it would allow us to build on-the-fly cubemaps from the running scene, allowing reflection setup for substances (if only for a one time render). But I cannot currently build mipmaps for a cubemap texture in lua, only in cpp if I add this:

 

static int BuildCubeMipmaps(lua_State *L){
   int argc = Interpreter::GetStackSize();
   Texture* t;
   t = static_cast<Leadwerks::Texture*>(Interpreter::ToObject(1));  //texture sent from lua

   t->BuildMipmaps();

   Leadwerks::OpenGL2Texture* gl2cubeTexture = dynamic_cast<Leadwerks::OpenGL2Texture*>(t);
   glActiveTexture(gl2cubeTexture->GetGLTarget());
   glBindTexture(GL_TEXTURE_CUBE_MAP, gl2cubeTexture->gltexturehandle);
   glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
   glGenerateMipmap(GL_TEXTURE_CUBE_MAP);

   return 1;
}

  • Upvote 2

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

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