Some experiments:
Rendering to cubemap is usually used to implement omnidirectional shadows, but as we don’t have such render target in Defold, here is a bit different approach - rendering all cube map faces to an ordinary 2D texture.
Some experiments:
Rendering to cubemap is usually used to implement omnidirectional shadows, but as we don’t have such render target in Defold, here is a bit different approach - rendering all cube map faces to an ordinary 2D texture.
Great example! A bit reworked and tuned: