Web Toolbar by Wibiya

Skybox vs SkyDome


A place to ask questions or discuss issues relating to implementing applications with Axiom. If you are unsure of where to post, post here.

Contributor
Contributor

Posts: 143

Joined: Tue Aug 29, 2006 8:59 am

Location: WI, USA

Post Sat Nov 27, 2010 12:49 pm

Skybox vs SkyDome

I am getting with both my applications and the demos a skybox instead of a skydome.
  Code:

            // create a skydome
            SceneManager.SetSkyDome(true, "Examples/CloudySky", 5, 8);


Image

Is this something I am doing wrong, setup on my system is wrong or are others getting this as well.

I am using the Example.FrameWork in my app but I see this with the samples and demos as well.

thanks,
theMouse
theMouse
"Behold the Power of Cheese!"

Contributor
Contributor

Posts: 852

Joined: Wed Mar 22, 2006 8:06 pm

Post Sat Nov 27, 2010 2:56 pm

Re: Skybox vs SkyDome

Hi, what you see is indeed a sky dome. If you pitch the camera to look down, there's the bottom plane of the "sky box" omitted, that is the thing called a sky dome in Axiom/OGRE. I'm guessing you wanted to see a half-sphere or a sphere when setting up a sky dome. Such needs to be managed as a usual model, there's no explicit support for sky-spheres currently.

Contributor
Contributor

Posts: 143

Joined: Tue Aug 29, 2006 8:59 am

Location: WI, USA

Post Sun Nov 28, 2010 5:49 am

Re: Skybox vs SkyDome

Ok, so either way. Its a box.

I really appreciate your answer. As I have been asking for a while and never really got a response.

And yeah I guess I expected a hemisphere. Or at least the corners not to be so obvious. :D
In 3ds max I have created a sky "dome" by taking a sphere cutting it in half.
Created a material by select a darker blue, at the top and lighter blue at the bottom. Adding several points along the way
to make the blending less consistent, like the sky.
then lastly flipping the hemisphere inside out.
If the a procedural texture is out of the question,
a panoramic image properly mapped will look good as well.
for example: http://www.3dmotive.com/product-skydome

I'll put it on my todo list. :)
thanks again
theMouse
"Behold the Power of Cheese!"

Contributor
Contributor

Posts: 852

Joined: Wed Mar 22, 2006 8:06 pm

Post Sun Nov 28, 2010 12:11 pm

Re: Skybox vs SkyDome

Yup, it's a box and I think the matter for it was in some history - supporting low-performance platforms where one plane less for the sky box has made a difference. But could be the story again with mobile devices (have not a good overview there).

A sky-sphere is easy to do, needs a non-lit material with fog enable, and an entity not casting shadows. Then also the correct triangle winding (and/or back-face culling set for "none"), and eventually to be put into a render queue to be rendered before all other things in the scene; the last only in the case one wants the depth write to be off for the material, to win some little speed. Then in FrameStarted event one does
  Code:
skyDomeNode.Position = currentCamera.DerivedPosition;
skyDomeNode.Orientation = currentCamera.DerivedOrientation;

semantically ment: skydome world transform == the current camera's world transform

Contributor
Contributor

Posts: 852

Joined: Wed Mar 22, 2006 8:06 pm

Post Sun Nov 28, 2010 2:34 pm

Re: Skybox vs SkyDome

andris wrote:semantically ment: skydome world transform == the current camera's world transform

BAD! ;) I ment ..
skydome world position == current camera's world position
i.e. excluding the orientation of a camera (and camera scale is not computed at all). sorry.

Return to General Q & A

Who is online

Users browsing this forum: No registered users and 1 guest

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.