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### #Actualeppo

Posted 05 January 2013 - 07:06 AM

A cube map isn't sampled using uv(w)s (in the range [0.0, 1.0]), but using an (un)normalized vector, usually a (reflected) vertex surface normal.

Since you are drawing the map unto cube, you can simple use the cube's object space vertices to sample the cube map.

e.g. left top far vertex:

pVertex[0].fU = -50000.0f;
pVertex[0].fV = 50000.0f;
pVertex[0].fW = 50000.0f;

VS: output.Position = float4(TexCoords + xCameraPos, 1.0);
PS: output.Color = texCUBE(TextureSampler, TexCoords);

### #2eppo

Posted 05 January 2013 - 07:05 AM

A cube map isn't sampled using uvs (in the range [0.0, 1.0]), but using an (un)normalized vector, usually a (reflected) vertex surface normal.

Since you are drawing the map unto cube, you can simple use the cube's object space vertices to sample the cube map.

e.g. left top far vertex:

pVertex[0].fU = -50000.0f;
pVertex[0].fV = 50000.0f;
pVertex[0].fW = 50000.0f;

VS: output.Position = float4(TexCoords + xCameraPos, 1.0);
PS: output.Color = texCUBE(TextureSampler, TexCoords);

### #1eppo

Posted 05 January 2013 - 07:04 AM

A cube map isn't sampled using uvs (in the range [0.0, 1.0]), but using an (un)normalized vector, usually a (reflected) vertex surface normal.

Since you are drawing the map unto cube, you can simple use the cube's object space vertices to sample the cube map.

e.g. left top far vertex:

pVertex[0].fU = -50000.0f;

pVertex[0].fV = 50000.0f;

pVertex[0].fW = 50000.0f;

VS: output.Position = TexCoords + xCameraPos;

PS: output.color = texCUBE(TextureSampler, TexCoords;

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