The cube mapping doesn't consume FPS. What uses a lot of FPS is the constant need to RenderWorld() in order to update the cube faces.
What filax has also missed is that most games which have cube mapping, don't constantly update it. They just render once when the world is created and leave it at that. Remove the function which updates the cube maps from the main loop and your game will run much faster.
What filax has also missed is that most games which have cube mapping, don't constantly update it. They just render once when the world is created and leave it at that. Remove the function which updates the cube maps from the main loop and your game will run much faster.
Yup, updating cubemaps EVERY frame will kill your framerate for sure... do it only once, or update every 10th frame - or better yet, have few pre-rendered cubes saved and load those... like for example for every greatly different location on your game like dim indoors, shiny becah, sea, etc...
Also note that you don't have to update EVERY face; for example if your walking on a outdoor terrain, the sky stays basically the same, like the ground below, so you might have to update only the sides... but usually it's best to use only pre-rendered cubes / cubes gerated with code when the game starts.