
Zitat von
Valve Dev. Community
Many specular and environment-mapped materials rely on external data to calculate their appearance. This data may take the form of a cubemap, a texture that represents a 360-degree rendering of the surrounding area. Using the cubemap as a sampling point, specular and environment-mapped materials are able to more accurately reflect their environments. Defining cubemaps and their positions in space is simple, but it is important to place them properly for both aesthetic and performance issues.