Paul Martz wrote:
> Seems like you could do something similar with your skydome. Use a camera to
> render the skydome, then a second camera to render everything else in your
> scene.

  Maybe I'm missing something, but usually a skydome doesn't need z-buffering 
at all.
Backface culling is sufficient for when you're inside a tessellated sphere, so 
you can
just clear the z-buffer, turn off Z writes/compares, render the skydome, turn on
z-write/compare and render the actual scene.

  Am I overlooking something? This has always worked for me.

  Concerning the huge-world-with-near-objects z-fighting problem, yeah, I've 
always fought
with that issue. I've thought about looking at some way to mess with the 
z-write in a
fragment shader so that it scales the z-distance according to some rule other 
than the
(exponential?) one it uses now. That way you could have very near clip planes 
without
wasting all of your z precision up front.

  But I've never tried implementing it, and I don't know if the programmable 
pipeline
would let me get away with it.

> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466

-- 
Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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