Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

kadaf

Sky effect

This topic is 6779 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i''ve been wondering about how the programmers of Half-Life/QuakeIII/UT etc have created the sky.. is it just a spheremapped surface, or what? i simply cant understand anything (yes im so stupid). mvh Rasmus Neckelmand ---------------------- Rasmus Neckelmann

Share this post


Link to post
Share on other sites
Advertisement
The easiest way is to use a skybox, just make a big box with a sky texture. Then you render it before everything else with the zbuffer turned off, and you set the view matrix translation part to 0;0;0.
Of course a hemisphere looks better...

Greets Tobias

Share this post


Link to post
Share on other sites
Hi,
or you could use a skybox and emulate a hemisphere, so you don''t need that many polys for it. IIRC Quake does it this way.

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!