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Implementing a sky scene.

Started by October 01, 2000 01:46 PM
1 comment, last by Grasshopper 24 years, 3 months ago
Does any know a good way of doing the sky in a game? I was think i could make a big dome to put over the scene and add a texture to the inside of it but then what would happen when the dome was outside the view fustrum? Is there a better way to do it?
I think you might be making a wrong assumption about skydomes. They are not so big as to cover the entire world, like the real sky does, you can make one (on a 1:1 scale, in a FPS say) 200 feet in diameter, but you have to move it with the player so that the player stays in the dead (x & Z) centre (so he''ll never reach the horizon!).

I''ve also seen them used in another sort of way - if you render the skydome first, with no z buffering, it can save you from having to clear the rendering target because the dome will fill the entire scene.

Cheers

Matt



Check out my project at:www.btinternet.com/~Matthew.Bennett
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You could also do it with a sky cube... but just as the other person said... the trick is that you move the skydome with the player... this way you get much better realism (and higher detailed textures) then using a very big cube/sphere

ICQ: 130925152Email: e.j.folkertsma@student.utwente.nl

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