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.
