The software model for capturing the cubic faces is
often referred to as the multipass texture capture. The
virtual camera of the game is modified such that it has a
90 degree vertical and horizontal field of view. The scene
is rendered up to six times, each render has the camera
pointing in a different direction, namely towards the
center of each face of the unit cube. On each render
instead of displaying the image to the user on the
graphics display, the image is copied to a texture for later
use. At the end of these passes all the textures are applied
to a mesh which is then rendered and displayed, typically
using an orthogonal camera model