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Icebraker

OpenGL Mirror with cube map

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Hello, I'm trying to model a completely reflective sphere in openGL. From what I've found on the internet and in other threads I need 6 framebuffer Objects which I render 6 views into. Then I want to create a cube map and use it to make the ball reflective. Does anybody know a tutorial which shows me how to do this in OpenGL (eg. which commands to use, not the theory). I only find small chunks of code which don't really tell me the required openGL commands needed to implement this. Thanks

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I've never done a dynamic cube map myself, so I don't know the particulars, but it should be much more efficient to render each view to a different colour attachment of the same FBO, rather than six FBOs. Framebuffer swaps are expensive.

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