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. The GLES2 backend is a forward renderer, that means each gets shaded once.
Let's personalize your content