Quote:Original post by Halsafar
Is what you posted ALL you did to calculate the texU and texV coords?
Yes, it only calculates texture coordinates and alpha.
Quote:Original post by Halsafar
There is no actual ray-plane collision test's to perform?
There is but it's optimized to plane with (0,1,0) normal. here: distMult = someNumber / vertex.y; Since dome is in origin the ray normal is same as vertex. And since plane is horizontal I just need y component. I divide the plane height with y to get the multiplier (how for from origin the collision point is). The rest is the same.
Quote:Original post by Halsafar
Edit: However, I am setting the view matrix each time I render as to keep the sphere centered around on the viewer, like the trick with billboard's or quad particles. Is this right? The texture always looks so close now and blurry. Because of the fact it is so close it is hard to see any flatness in it all like in your screeny.
I'm not 100% sure how you do it but I used something like this: store and reset the view matrix then use just rotation part of my camera. Then I draw the dome and reset the stored matrix. If you can't directly calculate rotation matrix from camera then you can use normal view matrix and modify it. Just set translation part to zero.
Could you post a shot of how it looks now.