I would like to pre-render horizon of large landscape to texture and than paste it as cylindrical screen around the camera (to accelerate rendering of distant details)

Easiest would be make 8-gon screen uv-mapped to 4096x512 pixel frambuffer texture and render from 8 angles of camera with frustum 360/8=45 degrees wide (each angle mapped to different tile of framebuffer texture).

like this enter image description here

But as far as I know output framebuffer texture is always mapped to whole framebuffer i.e. to whole camera frustrum. Is that right? Is there a way how to choose mapping for frambuffer output texture?

  • \$\begingroup\$ Are you using a particular engine or framework? The exact details will vary from case to case, but most will expose some concept of a "viewport" that you can configure to be a smaller rectangle within your output buffer. \$\endgroup\$ – DMGregory Jul 7 '18 at 18:25
  • \$\begingroup\$ aha sorry, I forgot to specidy OpenGL (3+) \$\endgroup\$ – Prokop Hapala Jul 7 '18 at 18:38

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