[gameprogrammer] Re: Sky in OpenGL
- From: Robbert de Groot <zekaric@xxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 18 Nov 2005 11:44:21 -0500 (EST)
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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- References:
- [gameprogrammer] Re: Sky in OpenGL
- From: Sami Näätänen
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- » [gameprogrammer] Re: Sky in OpenGL
- » [gameprogrammer] Re: Sky in OpenGL
- » [gameprogrammer] Re: Sky in OpenGL
- » [gameprogrammer] Re: Sky in OpenGL
- » [gameprogrammer] Re: Sky in OpenGL
- [gameprogrammer] Re: Sky in OpenGL
- From: Sami Näätänen