Oh I see now, that's a good point...

On Apr 29, 2011, at 3:50 PM, Apprentice wrote:

> 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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