Fake cubemaps in dx11 until a proper integration won’t come. This stores the sides of the cube in a volume texture. but you can stick together any spread of textures (with 6 slices). Then in shader you can sample the volume texture as it was really a cubetexture with a direction vector. thanks to tonfilm for the plane hit test and sebl for the VolumeQueue shader. contribution after i will tidy this up.
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Ah ok, so you can read them, you just can’t yet write them in the usual way. So great you are doing that!
For reading one from file you can just use the standard filetexture DX11-2D and it will just figure out that it’s a cubetexture you are feeding it. Fancy.