Difference between revisions of "Skybox"

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(Source ports with skyboxes)
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==Source ports with skyboxes==
 
==Source ports with skyboxes==
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* [[3DGE]] — uses DDFLEVL and DDFIMAGE to define skyboxes.
 
* [[Doomsday]] — {{dengwiki|Sky|Sky definitions}}, a new method of defining sky models implemented in Doomsday 1.9 Beta6
 
* [[Doomsday]] — {{dengwiki|Sky|Sky definitions}}, a new method of defining sky models implemented in Doomsday 1.9 Beta6
 
* [[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.
 
* [[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.

Revision as of 01:20, 11 August 2014

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