CreateCubicTexture()

Syntax

Result = CreateCubicTexture(#Texture, #Texture1, #Texture2, #Texture3, #Texture4, #Texture5, #Texture6)
Description
Creates a new cubic texture using the specified textures. Cubic textures are useful to create world like reflections. #PB_Material_EnvironmentMap should be specified with SetMaterialAttribute() to enable cubic reflection.

Parameters

#Texture A number to identify the new texture. #PB_Any can be used to auto-generate this number.
#Texture1 The texture to use for the first face of the cubic texture.
#Texture2 The texture to use for the second face of the cubic texture.
#Texture3 The texture to use for the third face of the cubic texture.
#Texture4 The texture to use for the fourth face of the cubic texture.
#Texture5 The texture to use for the fifth face of the cubic texture.
#Texture6 The texture to use for the sixth face of the cubic texture.

Return value

Nonzero if the cubic texture was successfully created, zero otherwise. If #PB_Any was used for the #Texture parameter then the generated number is returned on success.

Example

  InitEngine3D() : InitSprite() : InitKeyboard()

  OpenWindow(0, 0,0, 800, 600, "VertexColour - [Esc] quit", #PB_Window_ScreenCentered)
  OpenWindowedScreen(WindowID(0), 0, 0, WindowWidth(0), WindowHeight(0), 0, 0, 0)

  Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Textures", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Packs/desert.zip", #PB_3DArchive_Zip)
  Parse3DScripts()

  CreateCamera(0, 0, 0, 100, 100)
  MoveCamera(0,0,0,-8)
  CameraLookAt(0,0,0,0)

  CreateLight(0,$ffffff, -100, 100, 50)
  AmbientColor($111111*2)
  CameraBackColor(0,$880044)

  SkyBox("desert07.jpg")

  LoadTexture(0,"desert07_RT.jpg")
  LoadTexture(1,"desert07_LF.jpg")
  LoadTexture(2,"desert07_UP.jpg")
  LoadTexture(3,"desert07_DN.jpg")
  LoadTexture(4,"desert07_FR.jpg")
  LoadTexture(5,"desert07_BK.jpg")
  CreateCubicTexture(10, 0, 1, 2, 3, 4, 5)

  LoadTexture(11, "dirt.jpg")
  CreateMaterial(0, TextureID(11))
  AddMaterialLayer(0, TextureID(10), #PB_Material_Add)
  SetMaterialAttribute(0, #PB_Material_EnvironmentMap, #PB_Material_ReflectionMap, 1)

  CreateTorus(0,2,1,32,32)
  CreateEntity(0, MeshID(0), MaterialID(0))

  Repeat
    While WindowEvent():Wend
    ExamineKeyboard()
    RotateEntity(0,1,1,1, #PB_Relative)
    RenderWorld()
    FlipBuffers()    
  Until KeyboardReleased(#PB_Key_Escape)

Supported OS

All

<- CreateCubeMapTexture() - Texture Index - CreateRenderTexture() ->