[gameprogrammer] Re: Sky in OpenGL

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Wed, 16 Nov 2005 00:30:24 -0800

make the sphere smaller then, the result should be the same :P

have you tried that?

On 11/16/05, Stephen <gp@xxxxxxxxxxxxxxxxxxxxxxxx> wrote:
>
> Sorry, I spoke too soon - it doesn't work for me, but probably cos I'm
> doing something wrong.
>
> I'm setting up the openGL with this:
> glu.gluPerspective(45f, height_ratio, 0.1, 30f);
>
> Then I loop through all the objects, which all draw okay, and then the
> sky:-
> gl.glDisable(GL.GL_DEPTH_TEST);
> glu.gluSphere(Canvas3D.quadratic, DIAMETER, 24, 24);
> gl.glEnable(GL.GL_DEPTH_TEST);
>
> If I increase the 30f in the perspective command, it draws the sky. But
> at the moment it doesn't, even with the disabling of the depth test.
> BTW, I'm using Java and JOGL. Any help much appreciated!
>
> Thanks in advance,
>
> Steve.
>
>
> Stephane Marchesin wrote:
>
> > Stephen wrote:
> >
> >> I'm having trouble working out what to do about how I implement a sky
> >> in my OpenGL game. I originally surrounded the game world with a
> >> massive sphere, and drew the image onto the inside, and it worked
> >> well (especially when I rotated it). However, I've now set the
> >> maximum view distance to be something more sensible, so OpenGL
> >> doesn't try to draw everything in the distance. However, this
> >> obviously means that the sky sphere now doesn't get drawn. How do
> >> other games get round this? I can't think of another way that would
> >> still produce a realistic looking sky.
> >>
> >
> > glDisable(GL_DEPTH_TEST);
> > render_sky();
> > glEnable(GL_DEPTH_TEST);
> >
> > Stephane
> >
> >
> >
> >
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