Hi. Unfortunately, I don't know how FPSC handles skyspheres, so I can't answer your question. Maybe someone else will know?
For DBPro, the example code below is the code which lets you view the skysphere when it's been created:
sync on : sync rate 60 : autocam off
set display mode desktop width(), desktop height(), 32, 1
load image "output.jpg", 1, 1
make object sphere 1, 100, 40, 80
scale object 1, -100, -100, -100
texture object 1, 1
set object light 1, 0
hide mouse
do
position mouse screen width()/2, screen height()/2
inc angx#, mousemovey()*0.2
if angx# < -80.0 then angx# = -80.0
if angx# > 80.0 then angx# = 80.0
angy# = wrapvalue(angy#+mousemovex()*0.2)
rangx# = curvevalue(angx#, rangx#, 10)
rangy# = curveangle(angy#, rangy#, 10)
rotate camera rangx#, rangy#, 0
sync
loop
end
I've just ported the code to C++ making it about 10x faster and able to exceed the image size limit of the graphics card, and I'm going to hopefully add support for skyboxes too, so you can save on polies.
[b]
