klepto2 Posted January 19 Share Posted January 19 if you set the near range of a camera > 0.3 the skybox get clipped by the frustum and if > 0.5 it is not visible at all. 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted January 19 Share Posted January 19 I can probably fix this in the skybox shader just by multiplying the vertex position .... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted January 22 Solution Share Posted January 22 Easy shader fix in Sky.vert void main() { texCoords = normalize(VertexPosition.xyz); mat4 cameraMatrix = ExtractEntityMatrix(CameraID); vec4 pos = VertexPosition; pos.xyz *= CameraRange.x + (CameraRange.y - CameraRange.x) * 0.5f; pos.xyz += cameraMatrix[3].xyz; gl_Position = CameraProjectionViewMatrix * pos; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5f; } Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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