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Opengl skybox

Posted on 2011-03-12
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Last Modified: 2012-05-11
I am creating a skybox for my game. I have drawn a simple cube that will surround the game level. The question I have though is how to I draw the box so that it will keep its distance from the camera. This is so the player will not be able to walk through the background.

I have just drawn a very simple cube. Will this be sufficient.


void skybox(void)
{

  glNormal3f( 0.0f, 0.0f, 0.5f);                              
             glVertex3f(-300.0f, -300.0f,  300.0f);
             glVertex3f( 300.0f, -300.0f,  300.0f);
         glVertex3f( 300.0f,  300.0f,  300.0f);
             glVertex3f(-300.0f,  300.0f,  300.0f);
            // Back Face
            glNormal3f( 0.0f, 0.0f,-0.5f);                              
          glVertex3f(-300.0f, -300.0f, -300.0f);
          glVertex3f(-300.0f,  300.0f, -300.0f);
          glVertex3f( 300.0f,  300.0f, -300.0f);
          glVertex3f( 300.0f, -300.0f, -300.0f);
            // Top Face
            glNormal3f( 0.0f, 0.5f, 0.0f);                              
          glVertex3f(-300.0f,  300.0f, -300.0f);
          glVertex3f(-300.0f,  300.0f,  300.0f);
          glVertex3f( 300.0f,  300.0f,  300.0f);
          glVertex3f( 300.0f,  300.0f, -300.0f);
            // Bottom Face
            glNormal3f( 0.0f,-0.5f, 0.0f);                              
          glVertex3f(-300.0f, -300.0f, -300.0f);
          glVertex3f( 300.0f, -300.0f, -300.0f);
          glVertex3f( 300.0f, -300.0f,  300.0f);
          glVertex3f(-300.0f, -300.0f,  300.0f);
            // Right Face
            glNormal3f( 0.5f, 0.0f, 0.0f);                              
          glVertex3f( 300.0f, -300.0f, -300.0f);
          glVertex3f( 300.0f,  300.0f, -300.0f);
          glVertex3f( 300.0f,  300.0f,  300.0f);
          glVertex3f( 300.0f, -300.0f,  300.0f);
            // Left Face
            glNormal3f(-0.5f, 0.0f, 0.0f);                              
          glVertex3f(-300.0f, -300.0f, -300.0f);
          glVertex3f(-300.0f, -300.0f,  300.0f);
          glVertex3f(-300.0f,  300.0f,  300.0f);
          glVertex3f(-300.0f,  300.0f, -300.0f);


}
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Question by:tango2009
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3 Comments
 
LVL 8

Accepted Solution

by:
SunnyDark earned 250 total points
ID: 35133317
The trick is to draw the skydome BEFORE any camera transformation is made.
So you set your projection ,  and view matrix to identity, then set a view matrix taking into the account ONLY the rotation of the camera.
Now draw he sky,
Now set the projection and view matrix as usual and draw the scene.

The way I set the view matrix for the sky is take your regular view matrix (LookAt of some sort for example) then clear the translation part of the matrix (usually 41,42,43 elements of the matrix) and use this as the view matrix.
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LVL 3

Assisted Solution

by:xelous
xelous earned 250 total points
ID: 35400409
Sunny (above) is correct, however, you also need to translate the skybox so that it is centred over your camera position each time you render the frame.

There's a rather good tutorial on here: http://www.morrowland.com/apron/tut_gl.php
0
 
LVL 8

Expert Comment

by:SunnyDark
ID: 35407383
If you only considering the view rotation part , then you dont need to reposition the skybox, as you are already at the center anyhow...
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