Skybox Help

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Disciple-X
Posts: 39
Joined: Thu Jan 19, 2006 6:04

Skybox Help

Post by Disciple-X »

I made a pretty impressive skybox for my multi-port compatible WAD. I want it to work with SkullTag, Zdaemon, GZdoom, and regular Zdoom. So far, all is going according to plan. I will release a beta sometime soon to test it out. I am encountering one issue regarding skyboxes though. In software render mode, I can easily get my sky texture to fade into the horizon. However, to get this same effect for GZdoom, I have to use static additive lights. That is really not too much of an issue, I just feel that the job is a tad shotty. Why? I feel that I need to insure that the skybox is not affected by in game options, such as being able to turn off dynamic lights (which cripples the skybox in GZdoom).

Software
http://img339.imageshack.us/img339/7615 ... 410bj8.gif

OpenGL
http://img77.imageshack.us/img77/5011/d ... lh8yv5.gif

OpenGL with no dynamic lights enabled
http://img77.imageshack.us/img77/2341/doom0010vg6.gif

In the last shot, you notice what I was talking about. I guess what I am asking is if there is other features of GZdoom that will allow me to blend the horizon with the sky. The sky texture is a mere 64x64 due to it having to be compatible with Zdaemon, and this texture simply meets a curved 256x128 texture. Any suggestions? In software mode, the sky easily fades to white due to fog scripts and sector light values gradiantly leading from 224 to 144.

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