skydome/skybox real time

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
ishikawa
Posts: 4
Joined: Thu Apr 19, 2007 2:22 pm

skydome/skybox real time

Post by ishikawa »

What I want to do, is to create sky with some image of stars. Then I'm getting system time. If it's, for instance, 9 a.m, I want sky to slowly fade into another skydome//skybox. This could give illusion of changing night to day. My question is simple - is it possible to do such a thing, and if yes, then how?!

Greatings :)
"Silver chip in my brain, makes me feeling free. While connected with cold steel, I'm seting up." Cyberpunk
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

I dont know if it is possible, but you could try to have 2 skyboxes, one with the current and one with the next. While the current is dominating, render normally. When we enter a phase where Start<Now<Finish, we set the primary skybox to be the one which we change to. The other one is the old one, which we render using a transparent material, which's transparency is determined as a function of the time, (Finish-Start)/(Now-Start). I dont know if irrlicht hosts such a material tough.
If you don't have anything nice to say, don't say anything at all.
Strong99
Admin
Posts: 687
Joined: Fri Mar 31, 2006 7:06 pm
Location: Netherlands
Contact:

Post by Strong99 »

well this is almost what you want, you only need to adjust the timer

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=10769
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

http://irrlicht.sourceforge.net/phpBB2/ ... ght=skybox

another one. people need to spend more time searching i think.
imjinc2k
Posts: 5
Joined: Mon Dec 25, 2006 6:14 am

Post by imjinc2k »

I've been studying this guy's atmospheric scattering shader (GLSL) for the same purpose. I know this Beginner's Help, but the quality and speed of this method is incredible. Plus I find that for a detailed skydome with stars, gradients, etc, to look good at 1280x1024, the actual texture needs to be 4096x4096. So using a procedural shader may also save you 50 megs of video memory.

http://sponeil.org/

Speaking of skydomes, I'll be making a tutorial on creating perfect distortion-free sphere-mappable skydomes using Lightwave 9 in the next couple weeks. Stitching images together turned out to be more trouble and time than it's worth. Lightwave can do it in one pass.
Post Reply