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gimp

OpenGL [opengl] What's in a skybox?

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I''ve decided to start an engine and after 2 months of reading documents on spacial subdivision, clod and fine occlusion culling I thought I''d hit the code. First things first. A simple sky box. That should be easy right? But... is it all really just as easy as making a box and texturing it? (Assuming I''ll add the control stuff later) Hopefully these arn''t stupid questions: -If I just have a box that is always centrered at the camera(but doesn''t rotate with it) I guess mipmapping is out. Any reccomendations for a rendering mode? -What size texture could be sanely used these days on current -6 months hardware? I used to be a Q2\Kingpin mapper and really didn''t like 256x256 pixels. If I go higher do I have to split the surface in to 256 chunks? 512 seems fair, at 24 bit thats about ~700k per side(or about 4 meg vid mem). -What states do I set to ensure that the box is never affected by lighting(ie is never shadowed or shaded) -Triangles or quads? The rest of my engine will use triangles. Is there an optimisation for never mixing? Getting more advanced: -This looks like a perfect place for a display list, correct? -Is there a special pattern(order) for strips to make a box from a single strip or should I just go for a vertex array Is there anything else I should know about? Many thanks gimp

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-If I just have a box that is always centrered at the camera(but doesn''t rotate with it) I guess mipmapping is out. Any reccomendations for a rendering mode?

-What size texture could be sanely used these days on current -6 months hardware? I used to be a Q2\Kingpin mapper and really didn''t like 256x256 pixels. If I go higher do I have to split the surface in to 256 chunks? 512 seems fair, at 24 bit thats about ~700k per side(or about 4 meg vid mem).

matter of personal prefernece

-What states do I set to ensure that the box is never affected by lighting(ie is never shadowed or shaded)

yes disable lighting , depth testing alos u dont need to clear the colour buffer beforehand as the box will cover everything in the scene

-Triangles or quads? The rest of my engine will use triangles. Is there an optimisation for never mixing?

triangles

Getting more advanced:

-This looks like a perfect place for a display list, correct?

it depends on you FOV? but i believe only max 3 sides are gonna be visable at once

-Is there a special pattern(order) for strips to make a box from a single strip or should I just go for a vertex array

impossible to make a box from a single strip , 2 trifans is prolly the best u can do

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