Andrew Tomazos
Andrew Tomazos

Reputation: 68598

Rendering to a cube texture and then sampling it?

I want to render a scene to the six faces of a cube texture (ie the same scene from six different perpendicular cameras) and then I want to sample from the cube texture from a fragment shader while rendering to the final framebuffer to be presented.

Is the best way to organize that to have a render pass with 7 subpasses? 1 subpass for each face of the cube texture and then the final subpass to sample the cube texture?

Or will that not work?

If it will work, roughly how do I describe the cube texture in the render pass attachments?

If it won't work, what's the best way to organize it?

Upvotes: 2

Views: 763

Answers (1)

Nicol Bolas
Nicol Bolas

Reputation: 473252

You need to use two render passes. You would need to read from the cubemap as a cubemap rather than as an input attachment, so you need to break your render pass up to do that.

The cubemap rendering pass should just use a layered attachment and layered rendering functionality to send each primitive to the appropriate layer. The final pass just works as normal.

Upvotes: 2

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