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DarkBASIC Discussion / sky spheres/boxes

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koolaid
23
Years of Service
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Joined: 26th Jan 2003
Location: Cyberspace
Posted: 2nd Apr 2003 06:08
i want my sky to look real and dont wont the corners of the boxes to be visible so should i use skyspheres instead.you can basically make your own skyspheres or cubes by using primitives and positioning them around the matrix and texture them, if your using a cube or sphere if you enlarge it bigger then the character wont i be inside and collided with it.
Engulfed by Darkness
23
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Joined: 31st Mar 2003
Location: Canada
Posted: 4th Apr 2003 06:35
Explain your problem a little better please.
Its a little hard to follow. :-s
Hell IVIonkey
23
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Joined: 1st Apr 2003
Location: Outer Limits
Posted: 4th Apr 2003 06:40
Don't think it's a problem, but I don't agree with the statement.

Skyspheres are higher in polys. It is difficult to map a texture onto a sphere so that you can't faintly see the edges of each face. However, with a skybox, simply use textures that account for distortion created as the distance from player to face greatens. Simply render a background from 6 viewpoints and the edges will appear visible. Terragen is great for this. Think of Half-Life (though there were a few occasions where Valve didn't render correctly and the edges are slightly visible).
indi
23
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 4th Apr 2003 06:46
u could make a hemisphere with 40% of the bottom deleted.

you could make 3 spheres with different textures on them to represent cloud layers or the twinkle of a nights sky.

Macdooth
23
Years of Service
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Joined: 28th Mar 2003
Location: United Kingdom
Posted: 7th Apr 2003 12:49
I dont like using sky spheres, they tend to slow the game down. I always texture the backdrop with a seamless cloud texture, fog the matrix a bit to match the sky colours. then add a little code trickery to make the sky pan in the opposite direction your turning. its quick and painless.

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