@@ -14,6 +14,7 @@ void ofApp::setup(){
1414 glm::vec3 (-maxWizardPos,-maxWizardPos,-maxWizardPos),
1515 glm::vec3 (maxWizardPos,maxWizardPos,maxWizardPos) ) );
1616 gui.add (wizardHandOffset.set (" WizardHandOffset" , glm::vec3 (10.0 , 12 , 38 ), glm::vec3 (-200 ), glm::vec3 (200 )));
17+ gui.add (mBEnableCubeMap .set (" EnableCubeMap" , true ));
1718 gui.add (cubeMapExposure.set (" CubeMapExposure" , 0.25 , 0.0 , 1.0 ));
1819
1920 ofx::assimp::ImportSettings tsettings;
@@ -109,9 +110,8 @@ void ofApp::setup(){
109110 cam.setPosition ( 0 , 400 , 1000 );
110111 cam.lookAt ( glm::vec3 (0 ,150 ,0 ) );
111112
112- // try commenting this out to see the effect that cube maps have on lighting
113113 // https://polyhaven.com/a/kloppenheim_06_puresky
114- cubeMap.load ( " kloppenheim_06_puresky_1k.exr " , 512 );
114+ cubeMap.load ( " kloppenheim_06_puresky_1k.hdr " , 512 );
115115}
116116
117117// --------------------------------------------------------------
@@ -150,7 +150,10 @@ void ofApp::update(){
150150 }
151151
152152 light.getShadow ().setStrength (mShadowStrength );
153- cubeMap.setExposure (cubeMapExposure);
153+ cubeMap.setEnabled (mBEnableCubeMap );
154+ if ( mBEnableCubeMap ) {
155+ cubeMap.setExposure (cubeMapExposure);
156+ }
154157
155158 float spacing = 50 .0f ;
156159 float hw = (((float )foxes.size ()-1 .f ) * spacing) / 2 .f ;
@@ -192,6 +195,9 @@ void ofApp::draw(){
192195
193196
194197 cam.begin ();
198+ if (mBEnableCubeMap ) {
199+ cubeMap.draw ();
200+ }
195201 renderScene ();
196202 if (mBDebug ) {
197203 light.draw ();
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