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.
