Thanks for checking on that @bghgary. So I can make a cubemap via PVRTexTool for sure. But which function would I then utilize with this cubemap texture?
It seems the CubeTexture() constructor does indeed take in a source url and then automatically appends the px,py,pz,nx,ny,nz extensions to make 6 separate calls to where the textures are. This works fine with jpgs but not ktx files.
Additionally, when I try to use a single cubemap texture -dxt.ktx file and then fall back to the 6 individual jpgs if that does not work, like @Vinc3r did above, that does not work either. I am wondering if they got theirs to work. I have that setup in my current playground here:
and here are my files in S3:
The CubeTexture.CreateFromImages() function also seems to only take in 6 texture images.
What function would I use for a single cubemap-format -dxt.ktx compressed texture image? Or basis image?
I tried using CubeTexture.CreateFromPrefilteredData(cubeTextureUrl, scene, null, false);
(as seen in this playground):
with a cubemap-format (dds) texture. This seems to have the most promise, but the image is decoded/transcoded in a really funky way. I think that might be related to the issues outlined here:
Basis support for skyboxes? - #9 by bghgary even though I am not using Basis.
I’m currently using the cubemap texture from here:
Should I not have exported the cubemap into dds format for the CreateFromPrefilteredData function? Which format makes the most sense to maintain as much compression as possible and still work?
I thought only dds/env are compatible to hold a cubemap-format texture.
Or maybe Basis too, but the issues in the forum post I just posted above in this reply don’t seem to be resolved either.