I have 6 textures I would like to load on 6 different faces of a cube. I'm trying to make a new texture by using GLGE.TextureCube();
. And then I load all six images to the faces the supposedly should be on the cube like so
mapTex = new GLGE.TextureCube();
mapTex.setSrcNegX("models/map/negx.jpg"); // they are all 1024x1024
mapTex.setSrcNegY("models/map/negy.jpg");
mapTex.setSrcNegZ("models/map/negz.jpg");
mapTex.setSrcPosX("models/map/posx.jpg");
mapTex.setSrcPosY("models/map/posy.jpg");
mapTex.setSrcPosZ("models/map/posz.jpg");
And then I add the texture to the Wavefront
object. However, it seems only one of the 6 texture images is getting mapped and its mapped incorrectly.
My guess is that when it creates the new texture map out of the other 6, it tiles them beside each other so the new texture map's co-ordinates no longer correspond to that my obj file.
How can I properly combine 6 textures to one map to be used with GLGE? Or is there a way to manually load a texture on a face of a Mesh?