I never had the need to mip-map a cube map until now. I find it interesting that GPU's don't provide downsampling from adjacent faces. Why isn't there an option?
Given my options are to render to a single texture with dimensions(cubeMapW*cubeMapH*6faces):
I feel like it will be inefficient if I have to render once to FBO,
Bind a new FBO 1/2 those dimentions, run a custom cube-map sampler
Bind a new FBO 1/2 the last ones dimensions, run a custom cube-map sampler
continue till we have a complete mip-chain
Maybe I'm wrong, I feel like the hardware generating mip-maps would be faster because it doesn't have to do the whole FBO thing and can just read from a single mip-map and write to another mip-map level.
As for generating the uv value for a cube-map, is there something better than this concept?
if(biggest component is x)
{
if(x is negative)
{
sampleFromCube(CUBE::NEG_X, vec2(y,z));
}
}
else if(biggest component is y)
{
}
else
{
}