Hello, I have a particular question on cubemapping, it is a bit difficult to explain but I will try to ask. So I am texturing a planet with cubemaps so I can get rid of pole distortions and I have obtained some fine results. But currently I am using .dds cubemaps to do this work. And if I want to let the planet to rotate for example, the .dds cubemapping system of Unreal does not automatically align the projection with the planet delta rotation or position, so I have to manually set all the parameters from a blueprint actor class created for the planet to adjust these parameters every tick. My question is: are these adjustments efficient in terms of memory? Or it is better to not use .dds cubemaps and use a simple cube cross layout for example?
I have another problem indeed related to this last part: if I use a cube cross layout, I have the advantage that is automatically aligned with the object position and rotation but I can’t pan the texture because of the layout that is not a square or a rectangle. So, is there a method to correctly pan a cube cross layout?