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[gameprogrammer] Re: Pseudo-sky



It's being drawn, and well within the far clipping plane.
I set the far plane to -1000 and I'm drawing the sky at -100.
I actually was able to come up with a quick fix, which seems to work for 
now...
I have my Terrain Manager, which uses an Update function. This function 
takes in a pointer to my camera class. I plan on using quadtrees later on. 
Anyway, what I do is get the position of the camera, and I subtract 100 from 
the z-value of the position. This happens each frame, so the sky will always 
appear in the background.

It's crude, I know, but it works for now.


From: Bob Pendleton <bob@pendleton.com>
Reply-To: gameprogrammer@freelists.org
To: Gameprogrammer Mailing List <gameprogrammer@freelists.org>
Subject: [gameprogrammer] Re: Pseudo-sky
Date: Mon, 12 Apr 2004 07:11:11 -0500

On Sun, 2004-04-11 at 19:01, Kev Fields wrote:
 > Hey all,
 >
 > I'm wondering if anyone knows how I could go about adding a "sky plane"
 > that'll always be in the background to a scene.
 > I'm using OpenGL, and I've tried disabling the depth buffer and the depth
 > test, and then drawing the "sky" and re-enabling the depth buffer and 
test
 > afterwards. However, this doesn't seem to want to work.
 >
 > Does anyone have any ideas?

It isn't showing up at all? My guess is that you are drawing it behind
the far clipping plane and it is getting clipped out.

		Bob Pendleton

 >
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+---------------------------------------+
+ Bob Pendleton: writer and programmer. +
+ email: Bob@Pendleton.com              +
+ web:   www.GameProgrammer.com         +
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