Sky renderer

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zuzuf
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Sky renderer

Post by zuzuf » Wed Apr 07, 2010 5:50 pm

Since r2557 the sky renderer has been replaced. Now it renders a sky box (it computes the 6 required textures at loading time from a spherical one) which is both faster (because it requires much fewer triangles) and nicer (because there is no polar artifacts and because rendering a cube is easily done without errors which is not the case with a sphere).

Since there is less geometry in a sky box than in a sky dome, it should be able to run on an Intel chip without slowing down the game too much :)
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yoshi314
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Re: Sky renderer

Post by yoshi314 » Wed Apr 07, 2010 7:01 pm

ok, time for a dumb question - how do we rotate the camera to actually see it?

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Re: Sky renderer

Post by zuzuf » Wed Apr 07, 2010 7:46 pm

Left click on the camera mode icon (bottom left of the screen), then hold middle button to rotate the camera.
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Balthazar
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Re: Sky renderer

Post by Balthazar » Thu Apr 08, 2010 6:55 am

Or look on the water - there is a reflection of sky :P

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Re: Sky renderer

Post by xpoy » Thu Apr 08, 2010 1:56 pm

:P up babax.

can't wait to see the sky.

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Balthazar
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Re: Sky renderer

Post by Balthazar » Thu Apr 08, 2010 3:21 pm

So now we have to use spherical sky textures, that are converted to cubic ones during TA3D initialising process?

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Re: Sky renderer

Post by zuzuf » Thu Apr 08, 2010 5:27 pm

That's right. You use either half sphere (upper part only) or full sphere maps (it replaces uniform color background) which are projected on a cube which is rendered instead of the old sky dome :)
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Re: Sky renderer

Post by xpoy » Fri Apr 09, 2010 3:08 pm

HIGN ! HIGN! SEXY CAT!

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