[gameprogrammer] Re: Sky in OpenGL

This is why you would draw your sky first -without- using the depth
buffer.  Disable the depth buffer before rendering the sky. 
Re-enable it when you start drawing everything in front of it.


--- Sami Näätänen <sn.ml@xxxxxxxxxxxx> wrote:

> On Friday 18 November 2005 09:53, Stephen wrote:
> > Thanks; I think this one has been the best solution.  I've just
> drawn
> > the sphere with the centre at the camera and the radius of my
> maximum
> > view distance, and it seems to work fine.  (I like to keep it
> simple,
> > and all the talk of Z-buffers and clipping planes didn't mean
> much to
> > me, sorry).
> 
> This has one bad side efect:
> 
> 
> ------------------------------------------------------- clipping
> plane
>         xxxxxxxx ---------------------
>         xxxxxXXX---                 -----------
>    -------- XXXX                             --------
> ----                                                ---- sky sphere
> 
> Object marked with the X will not be drawn correctly, because the
> sky 
> sphere blocks some parts (marked with x) of it.
> 
> So if that object is quite big and it should be drawn from quite a
> big 
> distance out of the players position, you may get only partial
> object 
> appearing from the sky. of course you can avoid this by only
> drawing 
> objects that are clearly inside the sky sphere.
> 
> 
> I would say that first drawing the sky with Z-buffer writes
> disabled is 
> the best way, and as Olof kindly pointed one don't need to clear
> the 
> color buffer at all just the Z-buffer.
>  
> 
> 
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> 
> 



        

        
                
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