Difference between revisions of "Skybox"
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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: model-based and portal-based. | |
− | A | + | A model-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 | + | A more advanced variant of model-based skybox is the sky model system used by [[Doomsday]], where the sky geometry need not be a cube and can instead be any form, or even consist of multiple models. |
− | A | + | A portal-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 | + | [[Source port]]s which have implemented skyboxes may provide one or more of the above types of skyboxes. |
==Source ports with skyboxes== | ==Source ports with skyboxes== | ||
− | * [[Doomsday]] — {{dengwiki|Sky|Sky definitions}} | + | * [[EDGE]] — uses DDFLEVL and DDFIMAGE to define skyboxes. |
− | * [[Doomsday]] and derivatives — {{dengwiki|Map_Info|Map_Info definitions}} | + | * [[Doomsday]] — {{dengwiki|Sky|Sky definitions}}, a new method of defining sky models implemented in Doomsday 1.9 Beta6 |
− | * [[Eternity Engine]] — see {{Eterwiki|Portal|portals}} | + | * [[Doomsday]] and derivatives — {{dengwiki|Map_Info|Map_Info definitions}}, pre Doomsday 1.9 Beta6 method of defining sky models, though it is currently still supported. |
+ | * [[Eternity Engine]] — see {{Eterwiki|Portal#Skybox_Portals|skybox portals}} | ||
* [[GLBoom+]] — using the {{Zdoomwiki|GLDEFS|GLDEFS|linkonly=1}} method from [[GZDoom]] | * [[GLBoom+]] — using the {{Zdoomwiki|GLDEFS|GLDEFS|linkonly=1}} method from [[GZDoom]] | ||
* [[Vavoom]] — see {{Vvwiki|SKYBOXES|SKYBOXES lump}} | * [[Vavoom]] — see {{Vvwiki|SKYBOXES|SKYBOXES lump}} |
Latest revision as of 13:05, 1 October 2018
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 OpenGL ports).
Two types of skyboxes exist: model-based and portal-based.
A model-based skybox uses 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 Terragen are specialized in creating such source pictures.
A more advanced variant of model-based skybox is the sky model system used by Doomsday, where the sky geometry need not be a cube and can instead be any form, or even consist of multiple models.
A portal-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 ports which have implemented skyboxes may provide one or more of the above types of skyboxes.
Source ports with skyboxes[edit]
- EDGE — uses DDFLEVL and DDFIMAGE to define skyboxes.
- Doomsday — Sky definitions at the Doomsday wiki, a new method of defining sky models implemented in Doomsday 1.9 Beta6
- Doomsday and derivatives — Map_Info definitions at the Doomsday wiki, pre Doomsday 1.9 Beta6 method of defining sky models, though it is currently still supported.
- Eternity Engine — see skybox portals at the Eternity Engine wiki
- GLBoom+ — using the GLDEFS method from GZDoom
- Vavoom — see SKYBOXES lump at the Vavoom wiki (archived)
- ZDoom and derivatives — see skybox at the ZDoom wiki