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'''{{wp|Skybox (video games)|Skyboxes}}''' are different methods by which a fully 3D sky can be constructed (instead of the cylinder projection of the normal [[sky]] textures, or the dome projection commonly used in [[:Category:OpenGL ports|OpenGL ports]]). | '''{{wp|Skybox (video games)|Skyboxes}}''' are different methods by which a fully 3D sky can be constructed (instead of the cylinder projection of the normal [[sky]] textures, or the dome projection commonly used in [[:Category:OpenGL ports|OpenGL ports]]). | ||
− | Two types of skyboxes exist: | + | Two types of skyboxes exist: texture-based and geometry-based. |
− | A | + | A texture-based skybox uses {{wp|cube mapping}} to project the sky texture on all six directions (east, west, north, south, up, down). The source images must be distorted in a way that compensates for the cube projection, or the skybox's boxy nature becomes too apparent. Programs such as {{wp|Terragen}} are specialized in creating such source pictures. |
− | A more advanced variant of | + | A more advanced variant of texture-based skyboxes is the sky model system used by [[Doomsday]]. Very similar to the above except that the model doesn't have to be a cube and can instead be any shape or even multiple models. |
− | A | + | A geometry-based skybox uses a special "[[camera]]" object placed in a part of the level (normally inaccessible to the player) which is used as the point of reference for projecting the sky. This method, basically a type of [[portal]], is usually combined with normal sky or a texture-based skybox. |
[[Source port]]s which have implemented skyboxes may provide one or more of the above types of skyboxes. | [[Source port]]s which have implemented skyboxes may provide one or more of the above types of skyboxes. |