Hey Campbell, nice :) I tested the sphere case and it needs a lot of subdivisions to make gouraud artifacts invisible (To check this quickly you can add a sphere and a simple gradient texture). My suggestion would be to either use a shader for this or 3 quads (one nadir colour, one zenith colour and one with blend between them) and draw based on angle of viewport z axis with world z.
The patch you posted is oriented towards drawing the world settings in the viewport. So a question is: Is this simply a cosmetic and orientation indication, or something more tied to the world settings? Possibly all three can be added but we'd better define this. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
