View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0006084 | Spring engine | General | public | 2018-11-20 21:27 | 2018-12-17 13:36 | ||||||||
Reporter | lhog | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | feature | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 104.0 +git | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0006084: Add support for user-defined cubemaps | ||||||||||||
Description | Hi! I've decided to take a look of how easy it would be to add user-defined cubemaps support from Lua API. I recall Kloot mentioned it once that it'd be easy to do, but unfortunately it doesn't look so to with the route I took - gl.Texture() tuning. I kinda stuck with differences of how compressed and uncompressed textures are loaded, when texture is populated with data. I'd like to ask for an advise of whether or not this way is optimal or perhaps I should go some other root. | ||||||||||||
Steps To Reproduce | See: https://github.com/lhog/spring/commit/20214f326a6f0bd469cb07bc6ef935ae01c8d441 | ||||||||||||
Tags | No tags attached. | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
|
![]() |
|
lhog (reporter) 2018-12-17 13:36 |
Perhaps instead of clogging gl.Texture, I should just put together another Lua call specifically for loading cubemaps and load them only from DDS (because DDS apparently has standardized single file cubemap layout)? |