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Posted 12 January 2012 - 05:00 AM
Posted 12 January 2012 - 06:30 AM
Posted 12 January 2012 - 08:03 AM
Posted 14 January 2012 - 10:52 AM
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 16 January 2012 - 12:28 AM
Hello, IMO you don't need to display a *HUGE* skybox just to show the sky. I only draw a 10 unit size cube with proper texture on it. The cube is drawn first, the faces are facing inside, and I disable depth testing and depth writes when drawing it. Then I turn depth testing and depth writes back on and draw other objects in the scene. It creates illusion of *LARGE* box encompassing all objects in the scene.
Posted 16 January 2012 - 04:53 AM
If i a have a 10 unit size cube with texture and render it with the depth testing disable,
what would be the coordinates(transform) of this cube when rendered,
will it always be centered on the player's position as what turch have suggested, or will it only stays on one place (0,0,0)?
Do you want to do this to mask the seam between the skybox and the terrain? For this the easiest solution might be to use fog in the color of the seam to mask this.
I am also thinking of including a portion of the skybox on each chunk, giving each chunk the ground model and the sky, and the chunk
that represents the edge of the world will also has the "wall".