#New 0.11 Skybox Component
31 messages · Page 1 of 1 (latest)
did you copy the asset_loaded system from the skybox example?
sorry, I don't know what that is
but for the original issue. Copying the asset_loaded system is a bit overkill I guess since you probably don't need multiple cubemaps but you can probably adapt it to suit your need
It looks like you're trying to upload a flat hdri image. You need it to be in the form of a cube map. There are probably tools online to convert.
I converted my skybox PNG image to cubemap skybox PNG image then convert it to ktx2 and it still wont work
I think i need to compress ktx2 file somehow but dont know how
It says you supplied a D2 texture, which is a typical 2d texture. So assuming you converted it right, bevy isint recognizing that it's a cube map or something.
Hm, Ok. So what parameters should I use? I tried --zcmp and bcmp but they didn't work
that's why I talked about the asset_loaded system it converts the texture to a cube because pngs don't know they are a cubemap. Although, it shouldn't be an issue with ktx2 I think
I already converted PNG to KTX2
https://github.com/bevyengine/bevy/blob/main/examples/3d/skybox.rs
Did you update the image to have TextureViewDimension::Cube like in the example? That fixed an issue I was having, and I'm using a .png skybox texture.
Ohh, for a ktx2 image, you also need to specify TextureViewDimension::Cube?
I'm not sure about that, the comments in the example imply that you might not have to?
I've never used ktx2 before though
It is very strange that no one uses ktx 2 skyboxes. This seems to be a good feature, but in practice it does not work
Sad 😦
You could try implementing the section from that example that reinterprets the image as an array and changes it to a Cube TextureViewDimension and see if that fixes it.
I had the same error message as you until I did that.
PNG skyboxes are pretty slow, ktx2 are much faster but i never see anyone implement them in their game
I used some ktx2 skyboxes while developing this feature. It worked fine. Same with the example code.
Iirc you can find the commands we used to generate the skybox in the repo somewhere, under assets.
Although wait nvm, that might only be for environment map light.
Can you please me write full pipeline form png to ktx2?
glTF-IBL-Sampler is used there, but there are no binaries for this program
No clue sorry
Yeah you need to compile it from scratch, although it's tricky.
It's too complicated, I recently asked for binaries for this program, but no one had them