shadmar Posted April 5, 2016 Posted April 5, 2016 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; } 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.