Here's what I have so far:

The quality of sides isn't quite good, but still, they say that using cube is the best way, but then how do I remove thoose edges?
here's the method:
HRESULT CSkybox::Render (IDirect3DDevice9 *&pDevice){ pDevice->SetRenderState(D3DRS_ZENABLE, FALSE); pDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); pDevice->SetRenderState(D3DRS_LIGHTING, FALSE); D3DXMATRIX view, viewSave, world; pDevice->GetTransform(D3DTS_VIEW, &viewSave); view = viewSave; view._41 = 0.0f; view._42 = -10.0f; view._43 = 0.0f; pDevice->SetTransform(D3DTS_VIEW, &view); D3DXMatrixIdentity(&world); pDevice->SetTransform(D3DTS_WORLD, &world); for (DWORD i = 0; i < nMaterials; i++) { pDevice->SetMaterial(&pMeshMaterials); pDevice->SetTexture(0, ppMeshTextures); pMesh->DrawSubset(i); } pDevice->SetTransform(D3DTS_VIEW, &viewSave); pDevice->SetRenderState(D3DRS_ZENABLE, TRUE); pDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); pDevice->SetRenderState(D3DRS_LIGHTING, TRUE); return S_OK;}Does anyone know, why, when I rotate camera up abd back, I go out of the skybox?
I use mesh for skybox.
If you can give me any ideas how to improve this, I'd really appreciate it.
Also, how and where am I supposed to use:
//pDevice->SetSamplerState(i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
//pDevice->SetSamplerState(i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
And how to turn them off afterwards?
P.S. I used 3ds studio max, created cube and then added textures to each side checking 2-sided option. because of that I need to use cullmode none. How could I go without it?


