Rendering a reflective object using dynamic cube mapping
Now we will see how to use dynamic cube mapping to render a real-time scene to a cubemap render target. This allows us to create reflective surfaces. In modern OpenGL, offscreen rendering (also called render-to-texture) functionality is exposed through FBOs.
Getting ready
In this recipe, we will render a box with encircling particles. The code is contained in the Chapter3/DynamicCubemap
directory.
How to do it…
Let us get started with the recipe as follows:
Create a cubemap texture object.
glGenTextures(1, &dynamicCubeMapID); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_CUBE_MAP, dynamicCubeMapID); glTexParameterf(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R...