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Using a skydome


Paul
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Yeah the editor atmosphere is a skybox. The only way I know how to make a skydome work, would be to model one in a 3d application, then load that mesh in. :( But i'm not a programmer. :P

Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7.

 

Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4

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I used one in the early days of Leadwerks, just placed it in the background world, scaled and textured it and that was pretty much it. Skyboxes seem to exhibit less distortion though. Why the particular interest in a skydome?

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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I used one in the early days of Leadwerks, just placed it in the background world, scaled and textured it and that was pretty much it. Skyboxes seem to exhibit less distortion though. Why the particular interest in a skydome?

Wanted to rotate the night sky to give the effect of the earths movement.

Intel Core i7 975 @ 3.33GHz, 6GB ram, GTX 560 Super OC, Windows 7 Pro 64bit

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In 3DS MAX have render to sphere map mode.

And there have geo sphere primitive too.

 

So i prefer to make spherical texture, assign it to geosphere fith normals turned to it center.

Load in engine as simple mesh

Create background world, set my sphere there. And render this world before all other scene.

 

Features:

Sky can be turn

Sky can have animated texture

Sky can have another models (like sun, moon, spaceships, or big buildings, or another terrain)

Sphere map much easier to bake from MAX then cubemap

Can be used on very old hardware (samplerCube discarded from shader work)

 

:P

"Better" is big enemy of "good"

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