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JS wrote:
> Thanks but could you go into more detail?
For the camera declaration for each texture, you need to set the sky
vector so that it points in the direction that is "up" for each given
texture.
This is not a problem for the left, right, front, and back textures,
because up is the same direction, and the default value works.
Another thing: Unless your skybox is shorter in the y-dimension than in
the x and z dimensions (that is, not a cube, but a flattish
paralleliped), you need to use square textures, and set the up and right
vectors in the cameras to the same lengths.
On the other hand, if you already know the directions that everything
should face (right goes this way, up goes this way, direction goes this
way), then using look_at and rotate will only make opportunity for
confusing code. It's better to spell out the camera vectors explicitly.
It appears that in your game, y is up and forward is in the negative z
direction, so your six camera declarations should look like this:
// forward
camera {
right -x
up y
direction -z*.5
location 0
}
// behind
camera {
right x
up y
direction z*.5
location 0
}
// left
camera {
right -z
up y
direction x*.5
location 0
}
// right
camera {
right z
up y
direction -x*.5
location 0
// top
camera {
right -x
up z
direction y*.5
location 0
}
// bottom
camera {
right -x
up -z
direction -y*.5
location 0
}
Render these to square images, and it should work.
Hope this helps,
John
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