GLES2 and GDNative, progress report #6
Mircosoft Game Dev
JUNE 5, 2018
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. If a collision occurs then the next free spot will be used.
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