Hey - figured out this isn't anything to do with the skysphere...
I realize now it's to do with the reflection technique, as, from reading from people who've had similar issues, the dbSetReflectionShadingOn command only works in the same way as a mirror in the bathroom would do, and, as a shader in it's own right, is pretty much unalterable without learning HLSL or Assembly.
So, I've tried to run the thing using two different camera's, as is shown below +)
*forgiv teh nuub - he knows not what he does...*
#include "DarkGDK.h"
void DarkGDK ( void )
{
// turn on sync rate and set fps to max
dbSyncOn ( );
dbSyncRate ( 0 );
//pov camera ( 0 )
dbAutoCamOff ( );
dbPositionCamera ( 0, 1.5, 1.5, 1.5 );
dbPointCamera ( 0, 0, 0, 0 );
dbSetAmbientLight ( 100 );
//reflection camera ( 1 )
dbMakeCamera ( 1 );
dbPositionCamera ( 1, 0, 40000, 0 );
dbPointCamera ( 1, 180, 180, 180 );
dbSetCameraToImage ( 1, 10, 1250, 1250 );
//Skysphere1 | Skysphere2
dbMakeObjectSphere ( 1, 1 );
dbPositionObject ( 1, 0, 0, 0 );
dbScaleObject ( 1, -3000, -3000, -3000 );
dbSetObjectLight ( 1, 0 );
dbLoadImage ( "Dharq-Star3.jpg", 1 );
dbTextureObject ( 1, 1 );
dbScaleObjectTexture ( 1, 1, 1 );
dbSetObjectTexture ( 1, 1, 1 );
dbMakeObjectSphere ( 2, 1 );
dbPositionObject ( 2, 0, 40000, 0 );
dbScaleObject ( 2, -3000, -3000, -3000 );
dbSetObjectLight ( 2, 0 );
dbTextureObject ( 2, 1 );
dbScaleObjectTexture ( 1, 1, 1 );
dbSetObjectTexture ( 1, 1, 1 );
//reflective cube ( 3 )
dbMakeObjectBox ( 3, 1, 1, 1 );
dbScaleObject ( 3, 100, 100, 100 );
dbPositionObject ( 3, 0, 0, 0 );
dbTextureObject ( 1, 10 );
dbScaleObjectTexture ( 1, 1, 1 );
dbSetObjectTexture ( 1, 1, 1 );
// our main loop
while ( LoopGDK ( ) )
{
//Move Camera With Mouse
//dbRotateCamera( 0, dbCameraAngleX ( 0.01 ) + dbMouseMoveY( ), dbCameraAngleY( 0.01 ) + dbMouseMoveX( ), dbCameraAngleZ( 0 ) );
//rotate cube
dbTurnObjectRight ( 3, 1 );
dbPitchObjectUp ( 3, 1 );
dbRotateCamera ( 1, 1, 1, 0 );
// update the screen
dbSync ( );
}
// return back to windows
return;
}
I thought that having a camera set inside an exact copy of the skysphere, and rotating it in the same manner, whilst displaying the results as an image would work, but, as in the image below, all that happens is it textures the rotating cube white, and mis-renders the 'reflection'.
I'll keep looking for a solution to this, but, could a moderator change the name of this to 'Reflection techniques' or something like that please?
Dont want others to think this is a solution to their problems...
Thanks in advance,
G0DL355
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So Endeth What Was Begotten From That Moste Darkest and Forgotten Of Times...