Hi Romulo, have a look at the OpenIG project sources, it has it implemented with GLSL
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-ModelComposition/IGPluginModelComposition.cpp Look here for "environmental", starting from line 395. Here you use texture cache to set up the 6 textures and the #define for the shader composition The GLSL part is here: https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_vs.glsl https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_ps.glsl Again, it uses shader composition the code inside #if defined(ENVIRONMENTAL) Shoot questions if you struggle Hope this helps Cheers, Nick On Wed, Dec 6, 2017 at 3:08 AM, Rômulo Cerqueira <romulogcerque...@gmail.com > wrote: > Hi Robert, > > my idea is to compute the secondary reflections by using dynamic cubemap. > I need to get the normal and depth from cube map reflections. Is it > possible? > > ... > > Thank you! > > Cheers, > Rômulo > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72541#72541 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org