render cubemap texture, pass into texture slot using BindID,

I need to generate a bunch of reflection probes in realtime,

is there any way to hand the same data the render uses, to a second render so it can do cube mapped reflections for the next frame, during the logic step of the next frame?

(I know the cube map would be 1 frame behind but it should still look pretty good)

the rendered cube maps would then be used at the next render step, after the logic step. (this way they would not use any logic right?)

I think u can use the same data, pre-probing it in white or convert to BW, then use those intensity those as color either R, G or B strength (Light mapping).

That, is a good idea.

how would I do it without using nodes?

edit:I guess I could just tint using object color, but then The whole texture would be tinted, not just where the strip would be…

I believe it can be done with codes + little R&D.
https://en.wikibooks.org/wiki/GLSL_Programming/Blender/Minimal_Shader

Thanks, I’ll give it a shot, I have stayed away from glsl for far too long,(except 2d filters*)

Edit: I remember back in the day there was a way to spit out the shader that a material used,
looking it up now

https://developer.blender.org/F151259 add on

ok wow

BGE shaders are bloated! this is just the frag and it’s 6014 lines!!!
http://www.pasteall.org/68849

wow!

I thought I could just edit that code and make my own…
but that is scary! every material is that big?

if you custom write your own are they faster?