This program generates a cube map, manually, by rendering the scene 6 times with a FOV of 45 as an exercise in efficiency and mathematics.
First, reflection is demonstrated, then refraction, and finally both reflection and refraction, simultaneously.
This was an exercise in generating cube map information and using trigonometry and linear algebra to properly access the appropriate textures as efficiently as possible. This does not take advantage of any hardware accelerated cube map samplers like would be used in a traditional rendering engine.
This was written in C++ with OpenGL 2.0 and GLSL.
This is a demo of some of my work on my portfolio site:
http://sites.google.com/site/zakwhaley/
Would I be correct in saying that refraction is simply the cube mapping technique, but with the six textures placed on the opposite sides of the mesh?
superkellerman8D 10 months ago