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# OpenGL Problems about the construction of normalization cubemap

## 1 post in this topic

Hi, guys
I want to implement a normalization cubemap which transforms the arbitary directional vectors into its normal form, and
I have studied the following reference sources:

paul's projects:
http://www.paulsprojects.net/tutoria...implebump.html

openGL cubemap specification:
http://oss.sgi.com/projects/ogl-samp...e_cube_map.txt

The problem is that I don't understand the following code snippet from paul's project for the construction of normalization cubemap:

normalization cubemap:
unsigned char * data=new unsigned char[32*32*3];

if(!data)

{

printf("Unable to allocate memory for texture data for cube map\n");

return false;

}

//some useful variables

int size=32;

float offset=0.5f;

float halfSize=16.0f;

VECTOR3D tempVector;

unsigned char * bytePtr;

//positive x

bytePtr=data;

for(int j=0; j<size; j++)

{

for(int i=0; i<size; i++)

{

tempVector.SetX(halfSize);

tempVector.SetY(-(j+offset-halfSize));

tempVector.SetZ(-(i+offset-halfSize));

tempVector.Normalize();

tempVector.PackTo01();

bytePtr[0]=(unsigned char)(tempVector.GetX()*255);

bytePtr[1]=(unsigned char)(tempVector.GetY()*255);

bytePtr[2]=(unsigned char)(tempVector.GetZ()*255);

bytePtr+=3;

}

}

glTexImage2D(    GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,

0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

I have two questions here:
1. We all know the first element of array which is supplied as texture data corresponds to the lower-left corner of texture image, but in this
case the for loop just start by adding the directional vector with x > 0 , y > 0 and z > 0 to the first element of array, and the direction pointed
by that vector is not the lower-left corner if when we think the face of cubemap as texture image and view it from positive x-axis to the
negative x-axis. Is this code error or do I misunderstand something?

2. Why do we need to add the offset to change the components of directional vector?

I got stuck for this problem about two days, any suggestions or reference source will be appreciated.

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The Doom 3 normalization cubemap code might be clearer for you; see https://github.com/id-Software/DOOM-3/blob/master/neo/renderer/Image_init.cpp#L648 (and the getCubeVector function above it).

If you compare this with how cubemap texture lookups work (e.g. see http://www.nvidia.com/object/cube_map_ogl_tutorial.html - in particular the section headed "Mapping Texture Coordinates to Cube Map Faces") you'll see that it's just working through the face-selection and texcoord generation process in reverse.

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