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Dynamic Cubemapping using MOGRE

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Uploaded by on Jan 22, 2010

This video shows a refractive object getting its cubemap dynamically created during runtime. The demo can be downloaded here: http://l4nm4n.users.sourceforge.net/skyblue/data/uploads/mogre_dynamiccubemap... . The wiki page explaining this process in detail can be found here: http://www.ogre3d.org/wiki/index.php/Dynamic_Cubemapping_using_MOGRE .

Content used:
* Beautyful "Vindelälven" skybox by Humus ( http://humus.name/index.php?page=Textures )
* Ogre head and knot by Torus Knot Software Ltd. ( http://www.torusknot.com/ )
* Refraction shader "Chromatic aberration" by 3DLabs, Inc. (Randi Rost)

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Science & Technology

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Standard YouTube License

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Uploader Comments (lanman132)

  • This is what Half-Life 2: Episode Three needs

  • @ErrorSuper Absolutely. I think the guys at Valve already use cubemapping but precomputed at map compile time (you set up env_cubemap entities). This is not as flexible as doing cubemapping in real-time. Probably they do this for performance reasons, since this technique takes a lot of processing power.

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  • Way better for performance, since it's using six textures per cubemap rather than something like six RT cameras.

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