mh wrote:What I'm talking about is - if you take a set of standard skybox textures, with ft, bk, lf, rt, up, dn images, and try to convert them to a cubemap, you're going to need to selectively rotate/flip/mirror individual faces to get them right.
Does the cubemap facilitiate the skydome (I'm guessing no). I've looked through QuakeForge and done some Google "homework" and as far as I can tell it is the "reverse" of a sphere map, so that doesn't seem like it should need to have a skydome to render on to.
[And for some reason, I mostly get stuff I'm not looking for when trying to investigate the cubemap angle in relation to rendering a sky ... then again, I'm also bogged down with mathematical problems I'm working through to improve my 3D math and understanding of, say, collision.]
INVALID ENUM ...
Not on topic, but this got on my nerves ...
Code: Select all
static fbool Renderer_Cmd_GetStates (rstate_t* getState)
{
rstate_t temp;
glGetBooleanv (GL_ALPHA_TEST, &temp.gl_alpha_test); GL_CheckError ();
glGetIntegerv (GL_ALPHA_TEST_FUNC, &temp.gl_alpha_test_func); GL_CheckError ();
glGetFloatv (GL_ALPHA_TEST_REF, &temp.gl_alpha_test_ref); GL_CheckError ();
...
glGetFloatv (GL_TEXTURE_ENV_MODE, &temp.gl_texture_env_mode); // This GL Errors for some reason
GL_CheckError ();
glGetFloatv (GL_TEXTURE_ENV_MODE, &temp.gl_texture_env_mode); // This GL Errors for some reason
Every document I've read say this should not error. I wasted maybe an hour on that to no avail. Now I get the frustration some drivers can cause. This laptop has an ATI mobility or some such thing, yet reports as an Intel. Now, I'm tracking the gl states myself, so I don't actually need to do the glGetFloatv as I should already know.