Fake cubemaps in dx11 until a proper integration won't come. This stores the sides of the cube in a volume texture. but you can stick together any spread of textures (with 6 slices). Then in shader you can sample the volume texture as it was really a cubetexture with a direction vector. thanks to tonfilm for the plane hit test and sebl for the VolumeQueue shader.
contribution after i will tidy this up.
What's up with the native dx11 texture2d's cube map? can you not sample from it at the moment? Was just about to use it for something so that's good timing to hear about it :)
simply there's no cube texture rendertarget yet. also i couldn't find an option to read cube textures in filetexture either.
i'm sure it's pretty much possible to write a renderer based on the Renderer (DX11 TempTarget) but unfortunately i'm still not that good at coding.
ok i started something based on Renderer (DX11 Volume) and i've discovered that the only way would be over RenderTextureArray hackery but that didn't work
Ah ok, so you can read them, you just can't yet write them in the usual way. So great you are doing that!
For reading one from file you can just use the standard filetexture DX11-2D and it will just figure out that it's a cubetexture you are feeding it. Fancy.
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