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D3D Cube Maps

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This can be done both ways.

1. Having seperate maps for each side of the cube (6*maps)
where you use texture-coordinates for the corners like
(0,0) (1,0) (1,1) (0,1).
2. Or having 1 map having 6 different parts for all sides like this :

/ / / /
/ 1 / 2 / 3 /
/ / / /
/ 4 / 5 / 6 /

Then you have texture-coordinates for you cube-sides like :
1.Side : (0,0) (1/3,0) (1/3,0.5f) (0,0.5f)
2.Side : (1/3,0) (2/3,0) (2/3,0.5f) (1/3,0.5f)
3.Side : (2/3,0) (1,0) (1,0.5f) (2/3,0.5f)
4.Side : (0,0.5f) (1/3,0.5f) (1/3,1) (0,1)
5.Side : (1/3,0.5f) (2/3,0.5f) (2/3,1) (1/3,1)
6.Side : (2/3,0.5f) (1,0.5f) (1,1) (2/3,1)

Think you got to decide which of the methods you like most
,but the second style will make you more work coding .

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Use one if you can because it will be faster.

MCSE, MCSD, Sun Certified Java Programmer
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