View Full Version : skies and env

01-16-2006, 12:46 PM
I would like to know what you think is best, or even best, if you have better ideas and links.

For filling the world I actually use sky boxes. But I've heard (and already tested it quickly) of sky domes. What would you suggest ?
I've seen in some places that sky domes look bettter. It might be true, but I guess we should make a very big sky dome because my tests ended with a so bad looking thing. Then the world geometry must fit well so that we can't see bad 'drawings': domes can be too spherical in looking.

Also, for filling a bit this thread, I actually use 6 textures for my sky box. But the textures I get don't fit well in the edges. Do you suggest a big texture for all 'adjacent' faces (I mean faces of a same high sharing an edge), so a NPOT texture , then having only 3 textures (with that way I could use strip to draw) ?

This is because I'm actually not satisfied with that box.

Finally, how easy (or hard) it is to make sky boxes (and sky domes) look more realistic ? I mean specially animate the clouds (maybe within GLSL). Should I adopt a different way ?

01-16-2006, 01:15 PM
There's almost no difference between a skydome and skybox if you draw them correctly positioned around the eye.

You want to draw something that is effectively 'infinitely' distant and maybe augment it with a few closer phenomenon like layered clouds, it doesn't really call for a great intellectual effort to decide on an approach.

I'm moving this to the beginner's forum.

01-19-2006, 01:03 PM
I've found that domes can have certain advantages over cubes in that certain gradient and layered cloud effects are easier. Personally I don't care much for cubes, or more specifically, static images (not that dynamic cubes are impossible).



01-19-2006, 01:07 PM
Also texture imposters and 3D cloud techniques are increasingly common these days. I think vterrain has a few papers and demos in this area.