Setting up cube map texture parameters in OpenGL
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KaiserJohaan
on Game Development
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Published on 2013-11-09T14:53:36Z
Indexed on
2013/11/09
16:16 UTC
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I see alot of tutorials and sources use the following code snippet when defining each face of a cube map:
for (i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, InternalFormat, size, size, 0, Format, Type, NULL);
Is it safe to assume GL_TEXTURE_CUBE_MAP_POSITIVE_X + i
will properly iterate the following cube map targets, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
etc?
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