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DirectX10 Skydomes

开发者 https://www.devze.com 2023-04-11 04:39 出处:网络
I\'m currently trying to implement a skydome in DirectX10 but I am having real problems trying to find a good tutorial online as to how I go about this. I even looked through all four pages of results

I'm currently trying to implement a skydome in DirectX10 but I am having real problems trying to find a good tutorial online as to how I go about this. I even looked through all four pages of results I got from looking for "DirectX10 skydomes" in the search function.

Does anyone here开发者_开发问答 know of any good site/books/tutorials etc that can help me in the production of creating a semi-decent looking skydome?


SDKs for DirectX, Ogre3D and possibly also Scenix include demos with Sky-boxes and Sky-domes. Conceptually they're all very simple (use a large inward facing hemisphere or box and move the model with the camera (eye) position so that you never move relative to it). A quick Google yielded a tutorial in the Ogre3D wiki that goes into more detail about the concept http://ogre3d.org/tikiwiki/tiki-index.php?page=Basic+Tutorial+3#Sky Basically the steps are: 1. Create a large hemisphere model (flip the normals to have it face inwards). 2. Map a "fish-eye" sky texture to it 3. Load and render it in DirectX with a non-lit shader (so that no shading is applied... just the sky texture).


Quite a bit of detail on how to do this in DX10 & 11 here: http://www.braynzarsoft.net/index.php?p=SkyMap

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