Texture_2D_as_cubemap
Cubemap_Bad2D
Renders two angles of a cube utilizing a cubemap texture.
CubemapZeroVector_Bad2D
Renders screen-space quads point sampling a 2D texture in cube map mode (PS_TEXTUREMODES_CUBEMAP) with a constant texture coordinate per quad. Every texel has a unique color that encodes its position: R = x * 4 + 2, G = y * 4 + 2, B = 128. The exception is texel (0, 0), which is pure magenta. The large quads use zero length directions: (0, 0, 0, 1), (0, 0, 0, 0), and (-0, -0, -0, 1). Below them, the same texture is point sampled in PS_TEXTUREMODES_PROJECT2D mode across a 192x192 quad (3x3 pixels per texel) with texture coordinates spanning (0, 0) to (1, 1), so that texel (0, 0) is shown as the magenta block at the top left.
DotReflectDiffuse_Bad2D
Renders two angles of a cube utilizing PS_TEXTUREMODES_DOT_RFLCT_DIFF pixel shading mode but passing a 2d texture instead of a cubemap for the final lookup.
DotReflectSpec_Bad2D
Renders two angles of a cube utilizing PS_TEXTUREMODES_DOT_RFLCT_SPEC pixel shading mode but passing a 2d texture instead of a cubemap for the final lookup.
DotReflectSpecConst_Bad2D
Renders two angles of a cube utilizing PS_TEXTUREMODES_DOT_RFLCT_SPEC_CONST but passing a 2d texture instead of a cubemap for the final lookup.
DotSTR3D_Bad2D
Renders two angles of a cube utilizing PS_TEXTUREMODES_DOT_STR_3D pixel shading mode but passing a 2d texture instead of a cubemap for the final lookup.
DotSTRCube_Bad2D
Renders two angles of a cube utilizing PS_TEXTUREMODES_DOT_STR_CUBE pixel shading mode but passing a 2d texture instead of a cubemap for the final lookup.