Rendering skybox in first person shooter
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brainydexter
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Published on 2011-02-05T19:16:20Z
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2011/02/05
23:33 UTC
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I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z.
However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this:
- mp_Camera->ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack.
- Draw GameObjects
- Draw Skybox
DrawSkybox does the following:
glEnable(GL_TEXTURE_CUBE_MAP);
glDepthMask(GL_FALSE);
// draw the cube here with extents
glDisable(GL_TEXTURE_CUBE_MAP);
glDepthMask(GL_TRUE);
Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either)
EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:
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