[Algorithms] Per-Vertex interpolation of cubemap(cube with 6 different textures), through intersect
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From: <mr_...@gm...> - 2009-05-10 14:30:13
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Hello, (don't know, wether the [Algorithms] must be in subject field, if no, sorry for doublepost) I have the following problem: I have an 3d-object, witch is surrounded with a cube(boundingbox) on the different sites a textures of the envoirment, like cubemapping. But solong I understand, in OpenGL/Direct3D the procedery works on per-Pixel. Where the reflectionvectors where calculated and are interpolated(the vectors for self). But my problem is, that I don't want to use these per-pixel way, and go per-vertex(not with the actual ray, but with the texturecoordinates of ray-with-cube-intersections). Are there some reports or ideas how to archive this? Or this mathmaticaly impossible? Thanks for any suggestions. And sorry for the bad english, hope it's still understandable. Maxim |