I'd like to debug my render to cubemap function by projecting the whole thing to a 2D texture just like this one:
On my render from texture shader I've only got the UV texture coordinates available (ranging from (0,0) to (1,1)). How can I project the cubemap to the screen in a single draw call?
You can do this by rendering 6 quads and using 3D texture coords (s,t,p)
pointing to each vertex of the cube so 8 variations of ( +/-1,+/-1,+/-1 )
.
The UV 2D coords (s,t)
like 4 variations of (0/1,0/1)
are not usable for whole CUBE_MAP only for its individual sides.
Look for txr_skybox
in here
on how CUBE_MAP
is used in fragment shader.
PS in OpenGL the texture coords are called s,t,p,q
instead of u,v,w,...
Here related QA: