skyboxes vs skydomes

I derived a very nice formula to generate skydomes and manipulate it and stuff…
It looks really nice…
I have thought of using skyboxes, but I did not see a real good reason to switch from a skydome to skybox…
Does anyone know or have a good reason why you would or should use one over the other?

Thank you…

p.s. If anyone wants my code for the skydome, email me.

Here are the reasons that I can think of to use a skybox instead of a skydome:

  1. Easier to texturemap without singularities
  2. Can (should) be textured with a cubemap which can also be used as a reflection map for water or other objects.
  3. Less geometry

If none of the above advantages matter to you, then stick with the skydome

– Zeno

  1. What singularities?
  2. cubemap? you can cubemap a dome to
  3. one of the reasons
  4. the box version can look quite good, but for certain special effects dome is the way to go.
  5. project the sky onto the background plane if you want simpler geometry

V-man

I am not too concerned about the geometry because I can control it down to the amount of rings and number of quads (or triangles) per ring in the mesh… If that is what you mean by geometry…

The concern I have is that there are more utilities to make skies for skyboxes than for skydomes…
I have to manually create my skies with photoshop… I will be trying 3ds max though…

Thanx for your replies…

[This message has been edited by mancha (edited 08-11-2002).]

[This message has been edited by mancha (edited 08-11-2002).]

mancha, have you already read the following (very useful) topic at gd.net? http://www.gamedev.net/community/forums/topic.asp?topic_id=86024

As you can read in that topic, you won’t need Photoshop at all

[This message has been edited by richardve (edited 08-13-2002).]

AHHHHH. Oh my GOD that was a breath taking experience in that thread…

THANK YOU VERY MUCH…

[This message has been edited by mancha (edited 08-13-2002).]