True Custom Sky Boxes
Posted: Mon Oct 06, 2008 9:25 pm
I am working on a small project, and had the thought that I wanted a skybox. I looked at the two methods I can find and neither have the desired effect that I want. the AddSkyDomeSceneNode and AddSkyBoxSceneNode both draw static skies. I am looking something with a little more umph. So I was thinking way back to the old days when I was playing with Unreal and making maps and such. I remembered that they had a Sky thing... Basically, it was a statically positioned camera that mimiced the rotation of the player camera, but allowed you to see the "sky" that you placed somewhere else in the map. Or at least that is the best way for me to explain it.
So the theory is to Draw the Sky first, don't erase the render, then draw the objects on top of it. However, when I try to do it like this. The background goes back to the sky color defined in the BeginScene reference. You will have to forgive me from "Paraphrasing what my presentation, I am actually working with Irrlicht.NetCP, but I can transpose your answers to it.
So the theory is to Draw the Sky first, don't erase the render, then draw the objects on top of it. However, when I try to do it like this. The background goes back to the sky color defined in the BeginScene reference. You will have to forgive me from "Paraphrasing what my presentation, I am actually working with Irrlicht.NetCP, but I can transpose your answers to it.
Code: Select all
device.VideoDriver.BeginScene(True, True, New Color(0, 200, 200, 200))
SkyBox.rotation = Camera.Rotation
smgr.ActiveCamera = SkyBox
SkyBox.render()
smgr.ActiveCamera = Camera
smgr.DrawAll()