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stringa

Weird results from textureCube...

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I just tried loading up a cubemap. First, it seems that the top and bottom textures need to be switched from what GL_CUBEMAP_NEGATIVE_Y and POSITIVE_Y logically should be. All that asside, my top and bottom textures seem to be textured wrong along the u-direction and possible the v. For some reason, my buddy thinks he had the same problem too and I'm not sure how to fix it at the moment. FYI: I am using NVIDIA's textues that they have provided with the cubemap tutorial. In order to get it to look correct, I have to flip the images in paint horizontally and vertically. I also have to negate the y-coord. in the textureCube() lookup to get the correct results. [Edited by - stringa on June 28, 2008 5:31:26 PM]

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GL uses the right hand coordinate system, for example when you use glRotatef.
By default, X goes to the right, Y is up and Z comes out of the screen.
For the cubemaps, they decided that it would use the left handed system. Z goes into the screen.

Quote:
I am using NVIDIA's textues that they have provided with the cubemap tutorial.


Well, just change it for your own purposes.

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