@sebavan your response made me realize I’m probably only asking “half a question”, or I’m missing half the story and you’re getting it on a different level than me
Just to make sure I’m correct here - You’re suggesting to use the reflection probes to draw some geometry into a dynamic texture - and then I would put that into skybox.?
My project, has a lot of dynamic objects coming in the scene (controlled by a user) knowing what’s in the skybox area might run me into an n-body problem. It’s doable, if I partition the scene objects but I was considering an alternative, if this is at all possible…
Can I render the scene twice? Once from my skybox’s area, this skybox will be rather small, so I could set the camera’s limits low - rotate the camera to match the players camera, and then without erasing the canvas, and also maybe the z buffer, draw the scene from the perspective of the players camera and rotation?
I understand the scene might not have proper reflections, but that’s not a concern ATM. There’ will still be a “skybox” 6 sided texture within this skybox area, so I’ll make sure that is the scene’s skybox map and it will look close enough I think.