Cubemap textures combine six square-shaped images into one texture to represent reflections of the environment. Each image represents the scenery in one of the six directions along the x, y, and z axes from the viewpoint of the cubemapped object.
Before you can use a cubemap texture in Kanzi Studio you first have to create the texture images of the six cube faces for the cubemap. You can create the six texture images in the tool where you created the mesh object on which you want to use the cubemap texture, and import the images to Kanzi Studio. See Importing images.
Make sure that all faces of a cubemap texture use images of the same size and format. When the size and format of the images in a cubemap texture do not match, Kanzi uses the default cubemap texture.
For example, for all faces of a cubemap texture use images that are 256 by 256 pixels large and are 8-bit grayscale.
When the size and format of the images in a cubemap texture do not match, Kanzi Studio uses red type to mark such textures.
To create a cubemap texture from a .dds image, in the Assets click Import Assets and import a .dds image that contains the images for all faces of the cubemap texture.
Kanzi Studio imports the .dds image, creates a Cube-map Texture, and sets the faces of the texture to the corresponding images in the .dds image.
To create a cubemap texture:
Note that some texture formats are available with OpenGL ES versions higher than 2.0. To set the OpenGL ES version, in the main menu select Properties set the Target Graphics API property.
For example, set the Target Graphics API property to OpenGL ES 3 HDR and floating point images in .dds format and set the color format of textures. See Using OpenGL ES 3.0 in Kanzi.
Magnification Filter Minification Filter | Mipmap Mode | ||
---|---|---|---|
Base mipmap | Nearest mipmap | Linear mipmap | |
Nearest sample | Number of samples: 1 Uses the nearest pixel in the texture. This combination is equal to point sample. It returns the crudest result of all combinations and can cause aliasing when minified. Use this combination to get a very sharp result when magnifying the texture. | Number of samples: 1 Helps texture caching and helps reduce aliasing. However, it can produce a sharp transition when the texture is used on a flat surface. Use this combination when you want good performance and cannot afford better quality on your target platform. This combination is usually the fastest. | Number of samples: 2 Takes one sample from two mipmap levels and interpolates between those samples. Use this combination for special effects. For example, to implement the rim light effect. |
Linear sample | Number of samples: 4 Interpolates between four nearest pixels in the texture. Use this combination to magnify gradients. However, do not use it for minification. | Number of samples: 4 Takes two samples from two mipmap levels and interpolates between these samples. Use this combination as the starting point. This combination is usually the best compromise between quality and performance. If you know there is no minification, you can set Mipmap Mode to Base. | Number of samples: 8 Takes four samples from two mipmap levels and interpolates between these samples. Use this combination when you want the best quality and your platform is powerful enough to effortlessly render the result. This combination has the largest negative impact on performance. |
To use a cubemap texture: