GLES2 and GDNative, progress report #6
Mircosoft Game Dev
JUNE 5, 2018
This is done here in the code. Because now the mipmap-level (the amount of "small-ness" of the texture) has a different use case we need to access it manually in the shaders rather than letting OpenGL handle that for us automatically. The cubemap filtering shader can be found here. Done May 2018. enviroment relections.
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