Using a cubeCamera for live cube maps reflections presents an interesting challenge. How can I make a mesh appear only in the reflection?
If anyone has insight on how to achieve this or if it's possible, please share.
cubeCamera = new THREE.CubeCamera( 1, 600, 512 );
cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
scene.add( cubeCamera );
envMap
Assigning envMap: cubeCamera.renderTarget,
Create Basic Mesh
var geometry = new THREE.PlaneBufferGeometry( 1, 1 );
var material = new THREE.MeshBasicMaterial({color: 0xffffff });
var mesh = new THREE.Mesh( geometry, material);
mesh.position.set( 0, 0, 0 );
scene.add( mesh );
Rendering Functions
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function render() {
cubeCamera.updateCubeMap( renderer, scene );
renderer.render( scene, camera );
}
function update() {
requestAnimationFrame( update );
render();
}