Hello,
(don't know, wether the [Algorithms] must be in subject field, if no,
sorry for doublepost)
I have the following problem:
I have an 3d-object, witch is surrounded with a cube(boundingbox) on the
different sites a textures of the envoirment, like cubemapping. But
solong I understand, in OpenGL/Direct3D the procedery works on
per-Pixel. Where the reflectionvectors where calculated and are
interpolated(the vectors for self). But my problem is, that I don't want
to use these per-pixel way, and go per-vertex(not with the actual ray,
but with the texturecoordinates of ray-with-cube-intersections). Are
there some reports or ideas how to archive this? Or this mathmaticaly
impossible?
Thanks for any suggestions. And sorry for the bad english, hope it's
still understandable.
Maxim
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