Re: [Algorithms] How to build sky?
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From: Corrinne Y. <cor...@ho...> - 2000-09-30 15:10:23
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-- You can render the sky as 6 in-sides of a cube. -- 1. Render the sky cube faces with face culling facing inside / eye / you. -- 2. Turn off zbuffer writes, so you don't ever clip your geometry against your sky. -- i.e., a sky is supposed to be infinitely far away. -- 3. Offset the world position of the sky cube such that relative to the eye-center, the sky cube always surround you the "same distance" -- i.e., when you keep walking forward, the sun, moon, stars don't get "closer" to you, they remain "just as far" because they are "supposed" to be infinitely far. -- Though in code/calculating reality, you don't need to set the size of the cube to be infinitely far from the viewer, if you use the "move the skybox as you walk" trick. -- 4. Of course, only adjust absolute positional offsets. Don't copy eye/self orientations and rotations, as in you are supposed to see the "other" cube faces when you turn. So, viewer turns, but sky box orientation remains fixed. -- 5. Make sure the seams of your 6-bitmaps align. -- Hope this helps. Corrinne Yu ----- Original Message ----- From: "Pai-Hung Chen" <pa...@ac...> To: <gda...@li...> Sent: Thursday, September 28, 2000 2:05 PM Subject: [Algorithms] How to build sky? > Hi, > > What is the best way to build sky for an outdoor game? I know a half-doom > is typically used. But is there any concern that favors the use of doom as > sky? > > Thank you, > > Paihung > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |