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The only difference you would have is that you are doing texture lookup based on UV instead of direction. This would mean that each cube vertex would need a uv or you would need a routine to calculate the appropriate uv based on the view direction ... which is basically us back at using texCUBE, with the exception that texCUBE is probably going to be more ...


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General Description Quick Note irradiance maps are the image of the world around a point (environment map) which has been recalculated so each pixel is actually the sum of incident lighting on a surface with a given normal. When given a surface you can use the normal to do a texture lookup to get the indirect illumination value. OK, so your irradiance ...



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