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©2008-2009 ~Chaotis
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Submitted: April 30, 2008
File Size: 456 KB
Image Size: 49.3 KB
Resolution: 600×350
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This is for those who like to see a little more of what is actually going on.

The entire scene is rendered in wireframe to make the sky dome more obvious, currently it's rendered fairly basically (thus wasting polygons) and will be cleaned up to render faster later but will have very little visual difference.

The dome was created through some simple trig, creating rings starting on the horizon and moving up towards the center of the sky. They're all stitched together with triangle strips and then a triangle fan to connect the last strip to the apex of the sky.

This dome stays centered over the camera, which can be done easily by rendering it before any 3d translations but don't forget it needs rotations to look correct. Also render the skydome first with depth mapping disabled so it will always appear infinitely far away instead of intersecting the ground and other objects.

When dealing with a realtime sky it's usually a good idea to have more vertices on and near the horizon than near the apex of the sky so shaders and effects can be applied per-vertex. As with real skies the colors will change more abruptly near the horizon such as with sunrises and sunsets and this will make the changes smoother with less waste.

Unfortunately the math for coloring skies in realtime is incredibly complex but allows for dynamic day/night and sun movement across the sky; hopefully I can get that all sorted out and share it with you in the next version.
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