Only a continuous surface. That is, you can't ever get behind an object.fearsomepirate said:I don't know, but it's not just a single texture. And you can store a 3D scene in a single height map; you're just limited to what you can store (I believe that's how Novalogic's old voxel engine stored data).
Imagine a cellar in a dungeon RPG. Traditionally there would be numerous objects, barrels and racks of bottles and stone walls and floors. These would be modelled in 3D, individually textured, and lit. You could take these objects and perform offline GI calculations and bake the results onto textures. Now a character placed in the middle of the room is only presented with an individual face of each object. In essence where they are can be mapped onto a cube with each of directions. You could take that cubemap and project it onto a literal cube and place the viewpoint in the middle, and looking around it would be similar to standing in the 3D room. You can even create the geometry and texture the whole lot with a cube-map projection.
But if you want to walk around the room, and stand behind a barrel that you previously stood infront of, the 2D cube mapping won't have information on what the back of the barrel looks like.
A cubemapping for 3D data (a series of 6 2D maps) cannot store true 3D data. Only 2.5D, with a heightfield for displacement. It can create a continuous surface with various undulations, but not a full 3D scene; it cannot store data where one face obscure another. What Nintendo's patent was talking about AFAIK was creating 3D scenes with a cubemap. I clearly remember it talking about offline raytracing a super detailed scene and being able to use this data in realtime environments. Perhaps they were just patenting the already existing idea of bakes light and texture maps (wouldn't be a first!) but the idea of a depth channel is just confusing.
Anyhow, like everything else it's already been discussed here before. If you want to continue the discussion it'd be worth searching for the previous debate (only is it here on this forum yet?) and carrying on from there.