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> Instead of one polygon for the directions x, -x, y, -y, z, and -z, you can
> render 26 polygons (all combinations of -1, 0, and 1 in x, y, and z,
except
> for <0,0,0>).
Interesting. How are these images to be mapped to polygons? I can't think of
a way which uses squares in all directions (except for methods which involve
allowing polygons to clip each other).
> the images will be higher quality (less "wide-angle"
> distortion).
How is that? If the camera is always perfectly centered in the sky box with
the simple model, there won't be any distortion, as far as I can tell.
- Slime
[ http://www.slimeland.com/ ]
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