Skybox generation

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5 comments, last by MARS_999 18 years, 10 months ago
what is de fastest and nicest way to make a skybox. the problem is the transition beetween the walls and the sky. how do you manage this? how do you generate the images? thanks
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If you do your skybox correctly you shouldn't have any issues with walls and the sky but a seemless look. You need to use clamp_to_edge for texture coordinates and have a good skybox texture set to start with. I might be wrong on this but from what I remember Farcry uses a skybox also...
The "transition" is simply that the sky box is drawn where other things aren't. Typically, you'll clear your Z buffer, then draw the sky box without writing the Z buffer, then draw everything else, so that it's the furthest thing there is.

There's a sky box tutorial with some sample textures here. Those images are generated using the POV-Ray ray tracer; other people use Bryce, or some other 3D program. You can also use a 360 degree perspective photograph and warp it into the correct 6 images.
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Quote:The "transition" is simply that the sky box is drawn where other things aren't. Typically, you'll clear your Z buffer, then draw the sky box without writing the Z buffer, then draw everything else, so that it's the furthest thing there is.

thats the old way, now u wanna draw the skybox last
I guess to save fill rate, right? [assuming the video card dos some kind of automatic z-culling for you]
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how do you get the best restults for the wall textures. the problem is the transition beetween walls and the upper plane. i don't have the chance to get a good photografy...no widescreen camera
Quote:Original post by Eitsch
how do you get the best restults for the wall textures. the problem is the transition beetween walls and the upper plane. i don't have the chance to get a good photografy...no widescreen camera


Check out hplus0603 link in his post...

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