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After searching far and wide for the solution to this, the only one I have been able to find that verifiably works is to the render a face to a framebuffer and then use a memcpy to copy that framebuffer over to the respective part of the cubemap image.

This sounds stupid.

So I ask: Surely there must be some way to render directly to one face of a cubemap image, seeing as it's such an important feature in a whole lot of 3D rendering techniques. How do you do it?

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  • \$\begingroup\$ So I'm not well versed in Vulkan ( actually not at all ) but wouldn't you handle a cubemap trough a shader like so? Doing some googling Vulkan takes pure Spir-V instead of GLSL? You can convert GLSL to SPIR-V i think You might want to look into that. \$\endgroup\$ – Sidar Jun 7 '17 at 2:54
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There is nothing in the Vulkan specification that prevents you from using an image of a cubemap texture as a color attachment image in a VkFramebuffer in a render pass instance. So you would simply do that: create a cubemap image, and use it in the framebuffer of a render pass instance.

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