Generate an environment cubemap dynamically and apply it to the ship.
- This can be expensive, rendering a (subset?) scene 6 times.
- Need to avoid updating the terrain when rendering multiple times.
Also Allow a ship to specify a detail texture map and use it to fake surface details.
- Do we want more than one detail map (texture array?) controlled by a diffuse channel?
- When and where will it be seen?
- Is it worth using up another texture slot?
NB: Most/all of these would apply to anything using the multi shader type, which is a lot.
Generate an environment cubemap dynamically and apply it to the ship.
Also Allow a ship to specify a detail texture map and use it to fake surface details.
NB: Most/all of these would apply to anything using the
multishader type, which is a lot.