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sky effect

Started by mike74 Aug 21, 2005 at 5:43 AM 3 replies 850+ views
Original Post
mike74
mike74
Does anyone know how the sky effect is generally done in games like Battlefield 1942? I've seen it done with a cube surrounding the viewer, but you need to distort the edges of the textures in bizarre ways to make it look right. mike http://www.coolgroups.com/
Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
Basiror
Basiror
search for skydome

just a half sphere with a cloud texture mapped onto it
http://www.8ung.at/basiror/theironcross.html
Fingers_
Fingers_
Nothing bizarre about cubical sky boxes. You just render six views of the sky using a 90-degree FOV and a square frame. No distortion besides the normal effects of perspective that occur automatically. Domes are more useful for procedural, dynamic skies like if you're simulating the day/night cycle.
MGB
MGB
You usually have to clamp the texture edges to prevent lines from appearing on some gfx cards.
codeGEN
codeGEN
you may use following works for sky:

http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf
http://www.geocities.com/ngdash/whitepapers/skydomecolor.html

for clouds: http://www.vterrain.org/Atmosphere/Clouds/index.html

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