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Hydrael

Approach on sky rendering

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Hello everyone, the past few days I've spent some thoughts on how I would render the sky in my terrain project. First I was playing around a bit with simple skyboxes. Looked pretty good, but had a few major drawbacks: - It's not really possible to do dynamic day/night changes. Maybe with using several multitextured cubemaps for different day/night times it would be, but that somehow sounds "unclean" to me - The sky is very static - I'm always having problems finding the correct fog color value that the terrain fades over nicely to the horizon So I've been looking around a bit and found this site, which shows a way to calculate sky color depending on time. Having that in mind, I thought of something like a "3 layer skybox": The three components would be: - Outer Layer: Simple skybox with black nightsky and stars...nothing else - Middle Layer: A skydome which is colored the way explained in the link above - Inner Layer: Another skybox (or sphere) which contains the cloud cover (everything that "not cloud" will be alpha blended) and rotates slowly Like explained in the link above, the later it gets the more transparent the sky color will be and the stars (from the outer layer skybox) will shine through - resulting in a complete visible nightskay at around midnight. Having that, I also won't have any problems finding the correct fog color. The question now is: What do you think of that? Am I maybe just reinventing the wheel and there is dozens of better ways to render skies? Is it complete garbage or not that bad at all? And would it be possible to render those three layers as one layer using a skydome and GLSL? Thanks for any comments in advance Chris

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I use a skysphere. It looks good, and should allow you to use normal textures instead of panoramas type textures which have to be used in a skydome to look right. You can color your sky however you want to basd on vertices or someother method... Use your imagination. www.spheregames.com

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