POV-Ray : Newsgroups : povray.binaries.images : GL SkySphere : Re: My GL SkySphere (~120kbu) (Was: GL SkySphere) Server Time
13 Aug 2024 09:34:15 EDT (-0400)
  Re: My GL SkySphere (~120kbu) (Was: GL SkySphere)  
From: Xilo Musimene
Date: 17 May 2003 07:56:56
Message: <3EC62388.4010302@hotpop.com>
> no, a spherical camera won't work (at least, I don't think it will :), you
> will have to make 6 perspective-views.
> I did it once, maybe it's still available online, let me check :)
> It *might* be this: http://sad.studentenweb.org/cg/stad.zip
> But I don't know if it is just the source, or if it is compiled, or whatever
> :-/

I found it in your zip file:

     void setSkyBox(GLuint texture,GLfloat helderheid){
         glDisable(GL_LIGHTING);
         glDisable(GL_CULL_FACE);
         glBindTexture(GL_TEXTURE_2D,texture);
         gluLookAt 
(0.0,0.0,0.0,_lookat.getX()-_locatie.getX(),_lookat.getY()-_locatie.getY(),_lookat.getZ()-_locatie.getZ(),_up.getX(),_up.getY(),_up.getZ());
         glColor4f(helderheid*2,helderheid*1.5,helderheid,1.0);
         glBegin(GL_QUADS);
             // Top
             glTexCoord2f(1.0/4.0,1.0/3.0); glVertex3f(-1.0,1.0,-1.0);
             glTexCoord2f(0.0/4.0,1.0/3.0); glVertex3f(1.0,1.0,-1.0);
             glTexCoord2f(0.0/4.0,2.0/3.0); glVertex3f(1.0,1.0,1.0);
             glTexCoord2f(1.0/4.0,2.0/3.0); glVertex3f(-1.0,1.0,1.0);

             //Left
             glTexCoord2f(1.0/4.0,1.0/3.0); glVertex3f(-1.0,1.0,-1.0);
             glTexCoord2f(1.0/4.0,2.0/3.0); glVertex3f(-1.0,1.0,1.0);
             glTexCoord2f(2.0/4.0,2.0/3.0); glVertex3f(-1.0,-1.0,1.0);
             glTexCoord2f(2.0/4.0,1.0/3.0); glVertex3f(-1.0,-1.0,-1.0);

             //Right
             glTexCoord2f(4.0/4.0,2.0/3.0); glVertex3f(1.0,1.0,1.0);
             glTexCoord2f(4.0/4.0,1.0/3.0); glVertex3f(1.0,1.0,-1.0);
             glTexCoord2f(3.0/4.0,1.0/3.0); glVertex3f(1.0,-1.0,-1.0);
             glTexCoord2f(3.0/4.0,2.0/3.0); glVertex3f(1.0,-1.0,1.0);

             // Far
             glTexCoord2f(2.0/4.0,2.0/3.0); glVertex3f(-1.0,-1.0,1.0);
             glTexCoord2f(2.0/4.0,3.0/3.0); glVertex3f(-1.0,1.0,1.0);
             glTexCoord2f(3.0/4.0,3.0/3.0); glVertex3f(1.0,1.0,1.0);
             glTexCoord2f(3.0/4.0,2.0/3.0); glVertex3f(1.0,-1.0,1.0);

             // Near
             glTexCoord2f(2.0/4.0,1.0/3.0); glVertex3f(-1.0,-1.0,-1.0);
             glTexCoord2f(2.0/4.0,0.0/3.0); glVertex3f(-1.0,1.0,-1.0);
             glTexCoord2f(3.0/4.0,0.0/3.0); glVertex3f(1.0,1.0,-1.0);
             glTexCoord2f(3.0/4.0,1.0/3.0); glVertex3f(1.0,-1.0,-1.0);

             //Bottom
             glTexCoord2f(2.0/4.0,1.0/3.0); glVertex3f(-1.0,-1.0,-1.0);
             glTexCoord2f(3.0/4.0,1.0/3.0); glVertex3f(1.0,-1.0,-1.0);
             glTexCoord2f(3.0/4.0,2.0/3.0); glVertex3f(1.0,-1.0,1.0);
             glTexCoord2f(2.0/4.0,2.0/3.0); glVertex3f(-1.0,-1.0,1.0);
         glEnd();
         glColor4f(1.0,1.0,1.0,1.0);
         glEnable(GL_LIGHTING);
         glEnable(GL_CULL_FACE);
         glLoadIdentity();
     }

But I don't really understand what texture you used...  Did you paste 
the six images toghether in one?

Thanks,
   Xilo

-- 
Dedicated to audio/visual and interactive artwork.
http://www.geocities.com/simonlemieux/


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