Manually created reflection cube maps for models
Define reflection cubemaps as map or setting-dependent. For instance for a Hexen Winnowing hall we can use a dark-blue sky cubemap with a stormy clouds, and after we came to Seven Portals we can use another cubemap with a reddish sky.
As a fallback, there could be a default neutral cubemap that is used if the map has no reflection cubemaps of its own.
Possibly one could define two cubemap variants for each map/area, one for objects in sectors with open sky, and one for indoor objects.
In practice, one would prepare the cubemap textures and then write some definitions that specify the maps (and regions of maps) where they will be used. The cubemaps would use a new asset identifier (something like
Renderer|Client: Environment cube map textures
Added render::Environment and an instance of it owned by RenderSystem.
RenderSystem now deletes subsystems in reverse order compared to
construction, to ensure appropriate dependency order.
Added a new asset type "texture.reflect.(map-id)" for specifying which
reflection cube maps to use in which map.