diff --git a/src/raylib.h b/src/raylib.h index 1dfcdc64d..868c8a98d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1331,7 +1331,7 @@ RLAPI Matrix GetMatrixProjection(void); // Get // Texture maps generation (PBR) // NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture diff --git a/src/rlgl.h b/src/rlgl.h index b9d1aa7e4..01ec33315 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -537,7 +537,7 @@ RLAPI Matrix GetMatrixModelview(void); // Get // Texture maps generation (PBR) // NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from HDR texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data @@ -3219,7 +3219,7 @@ Matrix GetMatrixModelview(void) // Generate cubemap texture from HDR texture // TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) +Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size) { Texture2D cubemap = { 0 }; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -3280,7 +3280,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) // Convert HDR equirectangular environment map to cubemap equivalent glUseProgram(shader.id); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, skyHDR.id); + glBindTexture(GL_TEXTURE_2D, map.id); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); // Note: don't forget to configure the viewport to the capture dimensions