@ marauder2k9 : what do you need dynamic cubemaps for? I can certainly add it but it would have to be justified. I don't think dynamic per-frame cubemaps are great for much, they're expensive to render even at a lower resolution. The plan for lighting, most of which is finished, is as follows:
- direct light
- flat ambient color
- skylight contribution (global cubemap)
- local probe contribution (local parallax corrected cubemap)
- realtime GI solution I'm working on
- short range screenspace GI (SSDO)
- screenspace reflections.
Both skylight and local probes technically use dynamic cubemaps but they refresh very infrequently so I wouldn't call them such. Dynamic cubemaps are just not viable for realtime dynamic reflections, it's too expensive and inaccurate. When you combine the contributions of all the things listed above you get a good, plausible picture. You can also pick and choose pieces of the above list for what fits your needs. That said, I'll add just about anything if someone can make an argument for it.