glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexId);
- setupVertices(prefilterProg.progId, cube());
+ setupVertices(prefilterProg.progId, cubeArray());
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
constexpr GLuint MAX_MIP_LEVELS = 5;
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// generate vertices
- setupVertices(equiProg.progId, cube());
+ setupVertices(equiProg.progId, cubeArray());
// render the cube
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexId);
// generate vertices
- setupVertices(irradianceProg.progId, cube());
+ setupVertices(irradianceProg.progId, cubeArray());
// render irradiance map
glViewport(0, 0, 32, 32);
glDepthFunc(GL_LEQUAL);
// reverse so facing inside out
- vao = setupVertices(program.progId, cube(), true);
+ vao = setupVertices(program.progId, cubeArray(), true);
// restore default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);