hello kosmonautgames,
i agree, in future it will be better to provide code templated by using github.
I haven’t used git very much except downloading content, so i will make myself familiar how to contribute code by a pull request.
here some other questions after further investigation of the code:
- when using the environment cubemap for reflections there a position in world space is defined an from this point there a 6 projection matricies an with each of them a draw to rendertarget is made.
=> so it is used as a reflection cubemap
the code takes into account wheter the cupbemap shall be updated every frame draw or not.
e.g. when a object a moving or suddenly appears in world space they will not be appearent in the reflection map until it is updated.
the reflection can only be “realistic” according to the lightprobe position.
e.g. the speres in the example show all the same reflection pattern not coresponing to their actual position.
the resolution of the cubemap defines how sharp or detailed the reflection can be produced.
now my question:
- does the computation cost for creation and sampling of the envireonmet cubemap depend from its resolution ?
i think the “creation cost” is always the same but for sampling the map i dont know ?
At the moment the cubemap serves to enlighten the scene quite much. When i put off all point lights an put on only one directional light then we get what we would expect. Only the “directional parts” are lit all others are completely dark.
putting on the environment mapping the scene becomes nicely lit.
Is this inentionally ? It has a nice effect, the scene looks good, but is far from being realistic.
my question:
should not the reflection probe sampling take the summerized lightintensity into account. so the reflections would be visible but only in the parts of the scene that are actually lit.
How complicated would it be to implement a reflective shadowmap with the same technic to realize a more realistic global illumination ?
I know that the actual scene is only a playground of course.
Many thanks for every answer
bettina form good old germany