A method of creating backgrounds to make a level look bigger than it really is. Typically a set of sky textures are mapped to a cube that doesn't move when the player moves around the level.
15
votes
1answer
1k views
Does HDR rendering have any benefits if bloom won't be applied?
At the moment I use an image based light in my game for environment lighting. I sample a sky cubemap to get diffuse and specular lighting. At the moment I use a HDR rendering pipeline - the skybox ...
12
votes
2answers
1k views
What are the differences between a skybox and a skydome?
What are the differences/pros/cons between a skybox and a skydome?
3
votes
1answer
69 views
How do I convert a horizontal, panoramic skymap texture into a “dome” version of itself?
How do I convert the following skymap image:
into a "dome" version like the one below?
I'm looking towards making use of Adobe Photoshop for the task at hand. However, I'm at a loss on what ...
2
votes
1answer
2k views
Skyboxes using glsl Version 330
So I am trying to get a skybox working with OpenGL 3.3 and glsl Version 330. After scouring the web for a while, I could not find a completely modern OGL skybox tutorial anywhere, so I found an older ...
2
votes
1answer
404 views
Skysphere to Skybox Texture Conversion
I am working on a hobby project and implemented a skybox, no big deal. Now I bought (licensed) a few really nice sky textures. Unfortunately the textures are projected for a skysphere.
I could ...
2
votes
1answer
306 views
Day and Night Cycles and Skybox Blending
I've been working on adding day/night cycles and random weather to my project using the Neoaxis engine. The day/night cycles itself is pretty simple, just rotating the "sun" light around the Y axis.
...
2
votes
2answers
523 views
Realtime fisheye to cubic or spherical panorama transformations with OpenGL or pixelshaders
I'd like to transform a sequence of circular fisheye-images to cubic or spherical panorama images to be used in a panorama-viewer based on OpenGL. The viewer-part is nemas problemas but the transform ...
2
votes
0answers
54 views
Using sky for indirect lighting - should I remove the sun?
I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap.
When rendering an object, I first calculate the direct lighting contribution using ...
1
vote
1answer
138 views
Triangles in the corners of skybox
When looking at the corners of skybox this happens:
http://i.imgur.com/H8XvS8I.jpg
How to get rid of this?
6 skybox textures are 2048x2048px each.
Tried changing Near and Far clipping of the main ...
1
vote
2answers
84 views
Problem draw SkyBox behind my sun - XNA
I try to create a small and simple 3D games on XNA.
I recently started to add a skyBox after added a sun in my game with the sample by Microsoft here ...
0
votes
1answer
512 views
Is there a way to create a sky-sphere instead of a skybox in Unity3D?
In a 3D game, how can I make a sky background seen at the horizon? I tried adding a texture to the skybox but since it's a box it looks horrible.
When I'm not using a texture it's not notable that it ...
0
votes
1answer
54 views
Skybox: OpenGL texCUBE vs a textured cube
In OpenGL, the typical way that I've seen to set up a skybox using cubemapping is to create a cube in camera space, prepare a cubemap sampler with the appropriate six-sided texture, and then in the ...