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Author Topic: Binding HDR cubemaps in LWJGL 3?  (Read 98 times)

wini

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Binding HDR cubemaps in LWJGL 3?
« on: December 22, 2017, 17:56:17 »

Hey everyone,

I made a post on StackOverflow https://stackoverflow.com/questions/47937579/using-hdr-maps-in-lwjgl-3 and I'm basically trying to a HDR Map onto a skybox. I wrote out the entire process in the link over at stack overflow. Please check out the link. It's quite lengthy but shouldn't be too confusing.

I use a vertex and fragment shader from the PBR section in LWJGL, which is pretty simple. Built an engine based on thinmatrix's tutorials. Using some STB cubemap code from an environment demo utilizing STB bindings, which is also in the link above. It seems to be binding to the wrong texture, and I think I'm missing something.

Any help would be much appreciated. Thanks.

Winston


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