Irrlicht 1.31 built in skydome not rendering...

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B-Rad
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Irrlicht 1.31 built in skydome not rendering...

Post by B-Rad »

Ok I have my 360 degree panorama image (2048x512).

in my main function i have the following :

Code: Select all

scene::ISceneNode* mySky = smgr->addSkyDomeSceneNode(driver->getTexture("media/sky.bmp"), 
							20, 20, 1.0f, 1.2f, smgr->getRootSceneNode(), 1);						
	mySky->setMaterialFlag(video::EMF_LIGHTING, false);
	mySky->setMaterialFlag(video::EMF_FOG_ENABLE, false);
	mySky->setVisible(true);
upon loading, the console reflects that sky.bmp was successfully loaded. Before I halfed the size Direct3d9 couldnt create the texture so I figured that it was bigger than the max size. Seems to have worked, although my skydome still isnt rendered. I disabled the lighting and the fog on the dome thinking that it may have been in my fog range. Doesnt help, I even disabled fog completely, nada. any ideas why i wouldnt get an error but why the skydome isnt being rendered? sky box works fine, but the dome just keeps upsetting me :(
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hybrid
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Post by hybrid »

Others were also reporting such problems, but I tested the skydome (with OpenGL) and it worked without problems. Could you please try the OpenGL driver, maybe it's some problem with some d3d render states.
B-Rad
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Location: Asheville, NC, USA

Post by B-Rad »

same thing, says texture loaded but nothing is rendered.
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B-Rad
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Post by B-Rad »

Even calling the render function of the stored skydome manually doesnt help. Im at a loss, not sure if its my texture, the code, drivers, or what
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vitek
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Post by vitek »

Have you tried any of the example programs? Do the sky domes show up in them? What Irrlicht drivers have you tried [EDT_DIRECT3D9, EDT_OPENGL, ...]? What operating system are you using, and what version? What video card do you have, and what version of the drivers. Are the drivers provided by the chipset manufacturer, or by some other third party?

Travis
B-Rad
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Post by B-Rad »

Windows XP on a laptop
I didnt know any of the examples use skydomes. Skyboxes work fine for me. But ill run all the examples when I get home from work.

The video adapter on this laptop says
Mobil Intel(R) 915GM/GMS,910GML Express Chipset Family
Driver version 6.14.10.4020

1.4 ghz intel celeron processor
504mb ram

sing renderer: OpenGL 1.4.0
OpenGL driver version is not 1.2 or better"

when running under directx9 (i have 9.0c) i get
"Could not load shader functino D3DXAssembleShader from dll, shders disabled: d3dx9_30.dll"
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vitek
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Post by vitek »

Ah, I missed that you said sky dome. Yeah, none of the samples I know of use the dome. They all use the box.

Travis
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Post by bitplane »

works for me in 1.4b. Try different textures, like a smaller one. Also try in burning's renderer. My laptop has a similar graphics card and it works with a 1024x1024 version of this.
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B-Rad
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Post by B-Rad »

Ok Update on this. I still cant get anything rendered when using a skydome.

Things ive done
upgrades to the 1.4 beta and corrected neccessary texture code and such

still using the same skydome function as before, ive tried setting the skydome variables like the texture (again) lighting and all culling to off, manually setting it to visible AND manually rendering it in the main loop. Nothing is rendered.

@bitplane : also tried the image you suggested and tried the shrunken 1024x1024 version. neither worked, but would mke a nice sky :(
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Dark_Kilauea
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Post by Dark_Kilauea »

Everything else renders as normal then? Do you have anything else in your scene?
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
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Post by bitplane »

What about the other things that Travis said?
Does it work in the examples (replace the skybox in the terrain example)? Did you try Burning's software driver?
Also try scaling the skydome, it could be that it's in front of the camera's near plane or behind its far plane.
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vitek
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Post by vitek »

Good point bitplane. If the camera far value is less than 1000 or the near value is more than 1000 you won't see th skydome. You won't see a skydome if you are using a camera with the isOrthogonal() flag set either.

It might be useful if you posted some of your code. Specifically the camera setup, the sky dome creation, and manipulation of any of the code you write to modify them.

Travis
B-Rad
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Post by B-Rad »

Ok got it working, it was the camera far value :P, so I increased it to 1000 and scaled the skydome to .75 in all directions, looks beautiful now :)
thank you all for the help. Although I am curious, why does a camera far value affect the skydome/box, I thought it was rendered first regardless of draw distance and such?
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bitplane
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Post by bitplane »

the skybox renderpass is done first and nothing is written to the z-buffer, which gives the illusion of infinite distance.
the viewing volume doesn't change, so the near and far clip planes still apply. I think the skybox is only about 10 units cubed, the skydome and box should probably be the same size
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Post by vitek »

I believe that you will see some distortion if you make the skydome to small.
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