uffo Wrote:noes. those sound like normal 2d skyboxes (just textured cube/dome over the level).
what I'm talking about, is real meshes which act like the skyboxes (mountains, city buildings etc.)
I think you may have missed the FULL operating mode of a skybox.
Yes the skybox is just a cube/dome with textures on the inside surface.
The important part is that this cube/dome is positioned so that its origin point (0,0,0 point) is EXACTLY at the camera position, so that the skybox image behaves as if it is at some long distance away, and the image does not move like a close up object.
I do not understand why people just do not make their own skybox as it is easy to do.
1) make a cube with the faces pointing inwards, and texture the inside faces with 6 appropriate textures.
2) import the skybox into the game and scale it upwards to just stay within the maximum frustum distance.
3)disable SUN from within the game engine, and ONLY have ambient light active (any form of directional light MUST be turned off)
4)disable the sky rendering from within the game.
(GAME LOOP)
5)Position players camera to its view position/direction.
*******-> 6)position skybox origin to the camera position (skybox never gets rotated in any mode)
7)render the image with Z buffer disabled, and all light disabled, except for ambient light.(the skybox is now effectively the backdrop image)
8)re-enable all the ordinary game lights and the Z buffer, and render all the other game objects.
All this is covered in the link I provided.
EDIT: I don't know if we are allowed to mention other game libraries, but if we are not, then please erase the following:
One of the best examples of skybox usage is from the "Apocolyx 3D" game engine. (it is a scripted engine and therefor not in competition with "Esenthel" engine.
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Run the
"Genoa" Level Genoa-lua-0.8.13.zip (11.9 Mb)(A huge level showing some views of Genoa, Italy.)
Move yourself upwards and to the edge of the player area, and you will soon see how the skybox integrates.