Well sure, but then why was the skybox unit cube (though technically
not a unit cube) scaled by only camera.lens.far/Math.sqrt(3)? That is
not far away enough as the camera.lens.far is used to avoid rendering
everything in the scene and therefore not quite
"so_far_away_that_it_doesn't_move".

On 29 apr, 15:11, Fabrice3D <[email protected]> wrote:
> thats the point of a skybox...  the term sky means more 
> "so_far_away_that_it_doesn't_move"
> but that would be a louzy classname.
>
> if you need to simulate "not that far" distances use either real geometry or 
> if you are not affraid to get ugly bitmap artefacts
> use an inverted cube or sphere.
>
> Fabrice
>
> On Apr 29, 2011, at 2:52 PM, Apprentice wrote:
>
> > It seems the skybox is a static box that does not move with the
> > camera: when the camera is moved forward (say camera.lens.far /
> > Math.sqrt(3)  ;) ) we move through the skybox. I tried changing the
> > skybox position to equal the camera position, but that does not seem
> > to work. Is there something obvious (or less obvious) I'm missing? Or
> > is this not yet implemented in the alpha stage?
> > As a work-around I suppose I could create my own skybox of course.

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