These faces are:Ĭubemaps may have mipmaps, but each face must have the same number of mipmaps. The target parameter is not GL_TEXTURE_CUBE_MAP instead, it specifies which of the 6 faces of the cubemap is being allocated. Then call glTexImage2D 6 times, using the same size, mipmap level, and internalformat. To allocate mutable storage for the 6 faces of a cubemap's mipmap chain, bind the texture to GL_TEXTURE_CUBE_MAP. If OpenGL 4.3 or ARB_texture_storage is available, then immutable storage for a cubemap texture can be allocated with glTexStorage2D. The width and height of a cubemap must be the same (ie: cubemaps are squares), but these sizes need not be powers of two. However, each mipmap level has 6 faces, with each face having the same size as the other faces. They are similar to 2D textures in that they have two dimensions. Cubemaps are a texture type, using the type GL_TEXTURE_CUBE_MAP.
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