Talk:Cube mapping

Environment mapping?
Cubemaps can be used for a lot more than just environment mapping. So why is the first line of this article say that they're used for environment maps? Or perhaps there needs to be an article specifically on cubemaps (the type of texture), which is separate from environment mapping with a cubemap, which is what this article is talking about.Korval (talk) 23:10, 22 February 2012 (UTC)

How are cube maps not view-dependent?
From the 'Advantages' section: "Sphere mapping is view dependent meaning that a different texture is necessary for each viewpoint. Therefore, in applications where the viewpoint is mobile, it would be necessary to dynamically generate a new sphere mapping for each new viewpoint (or, to pre-generate a mapping for every viewpoint)."

And the 'Disadvantages' section: "If a new object or new lighting is introduced into scene or if some object that is reflected in it is moving or changing in some manner, then the reflection changes and the cube map must be re-rendered. When the cube map is affixed to an object that moves through the scene then the cube map must also be re-rendered from that new position."

These seem to directly contradict each other. The 'Advantages' section is implying that view-dependency is a failing unique to sphere maps, and thus cube maps do not have that characteristic. The 'Disadvantages' section says they do. From my understanding of the technique, I don't see how a cube map is in any way less viewpoint-dependent than a sphere map. Is there any credence to this claim or should it be removed from 'Advantages'? Walkersam (talk) 17:12, 10 October 2016 (UTC)

One word or two?
Is the correct term "cube map" or "cubemap"? The first page of these Google results indicate that it could go either way. SharkD  Talk  06:35, 9 March 2017 (UTC)
 * Compare "cube map" (97,700 hits) with "cubemap" (268,000 hits). SharkD   Talk  06:39, 9 March 2017 (UTC)

External links modified
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 * Added archive https://web.archive.org/web/20081004073711/http://developer.nvidia.com/object/Cube_Mapping_Paper.html to http://developer.nvidia.com/object/Cube_Mapping_Paper.html
 * Added archive https://web.archive.org/web/20160304051958/http://threejs.org/examples/textures/cube/Escher/px.jpg to http://threejs.org/examples/textures/cube/Escher/px.jpg
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 * Added archive https://web.archive.org/web/20160304054645/http://threejs.org/examples/textures/cube/Escher/py.jpg to http://threejs.org/examples/textures/cube/Escher/py.jpg
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 * Added archive https://web.archive.org/web/20150430121812/http://threejs.org/examples/textures/cube/Escher/pz.jpg to http://threejs.org/examples/textures/cube/Escher/pz.jpg
 * Added tag to http://threejs.org/examples/textures/cube/Escher/nz.jpg
 * Added archive https://web.archive.org/web/20140519021736/http://threejs.org/examples/webgl_materials_cubemap_escher.html to http://threejs.org/examples/webgl_materials_cubemap_escher.html

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How are cubemaps rendered in only a single pass?
In the section listing the advantages and disadvantages of cubemaps versus other alternatives, it says that cubemaps can be rendered in only one pass while dual paraboloid maps require two-yet every program I have ever used and every other source I have read has stated that cubemaps require six rendering passes, one for each face. Rlin8910 (talk) 22:24, 9 May 2018 (UTC)