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snowblind329

skybox? (Solved) Scale? (Not solved)

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Argh, I'm rendering a couple units wide skybox because I read that if you disable z-writing it's not a problem. But when objects go through the box they disappear! I'm rendering the box, first:
glDisable(GL_DEPTH_TEST);
glDisable( GL_CULL_FACE );
glDepthMask(GL_FALSE);		
glFrontFace(GL_CW);

// render six faces...

glFrontFace(GL_CCW);	
glDepthMask(GL_TRUE);	
glEnable( GL_CULL_FACE );
glEnable(GL_DEPTH_TEST);
I even glClear(GL_DEPTH_BUFFER_BIT) after, just in case! But my models are still clipping once they reach the limits of the box. I hate to just make it "really big" since this is a space sim and I'm dealing with big distances. Anyone have any idea why this would be happening? EDIT: Doh. OK so gluPerspective has near and far values. I made the far value huge, problem solved. On this topic, though. Anyone know any good articles about how to tackle scale in a 3D game? I know floating point values have limits that can be pushed, and precision issues if things are too small. For a space game I'm going to need lots of "distance." How do you judge distance in game?

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