OpenGLSkybox (CubeMap) movement along with camera movement
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I 've been following some online OpenGL tutorials for an open world project i'm working on. The goal is to have an openworld scene with several objects (mountains etc...). I thought that it would be a good idea to implement a skybox and then add all the objects in it.
The skybox is ready fully functional and i also have already implemented camera movement around the scene prior the skybox construction.
I would like to ask if there is any way of the camera freely moving inside the skybox, "interacting" with potential objects in it, but without actually getting out of the boundaries of the box. In the online tutorials the translation of the camera is removed, so it can only look around without moving around.
Is it a common practice to actually move the camera inside the skybox, or should i somehow move the skybox along with the camera, thus never reaching the boundaries of the box? Any answer, theoritical or practical would be much appreciated.
opengl skybox
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I 've been following some online OpenGL tutorials for an open world project i'm working on. The goal is to have an openworld scene with several objects (mountains etc...). I thought that it would be a good idea to implement a skybox and then add all the objects in it.
The skybox is ready fully functional and i also have already implemented camera movement around the scene prior the skybox construction.
I would like to ask if there is any way of the camera freely moving inside the skybox, "interacting" with potential objects in it, but without actually getting out of the boundaries of the box. In the online tutorials the translation of the camera is removed, so it can only look around without moving around.
Is it a common practice to actually move the camera inside the skybox, or should i somehow move the skybox along with the camera, thus never reaching the boundaries of the box? Any answer, theoritical or practical would be much appreciated.
opengl skybox
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
I 've been following some online OpenGL tutorials for an open world project i'm working on. The goal is to have an openworld scene with several objects (mountains etc...). I thought that it would be a good idea to implement a skybox and then add all the objects in it.
The skybox is ready fully functional and i also have already implemented camera movement around the scene prior the skybox construction.
I would like to ask if there is any way of the camera freely moving inside the skybox, "interacting" with potential objects in it, but without actually getting out of the boundaries of the box. In the online tutorials the translation of the camera is removed, so it can only look around without moving around.
Is it a common practice to actually move the camera inside the skybox, or should i somehow move the skybox along with the camera, thus never reaching the boundaries of the box? Any answer, theoritical or practical would be much appreciated.
opengl skybox
I 've been following some online OpenGL tutorials for an open world project i'm working on. The goal is to have an openworld scene with several objects (mountains etc...). I thought that it would be a good idea to implement a skybox and then add all the objects in it.
The skybox is ready fully functional and i also have already implemented camera movement around the scene prior the skybox construction.
I would like to ask if there is any way of the camera freely moving inside the skybox, "interacting" with potential objects in it, but without actually getting out of the boundaries of the box. In the online tutorials the translation of the camera is removed, so it can only look around without moving around.
Is it a common practice to actually move the camera inside the skybox, or should i somehow move the skybox along with the camera, thus never reaching the boundaries of the box? Any answer, theoritical or practical would be much appreciated.
opengl skybox
opengl skybox
asked Nov 21 at 20:01
Coolshady
84
84
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2 Answers
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Skybox is usually rendered without offset to camera because its content represent stuff very far away (many times bigger than actual camera movement) like stars or mountains that are many kilometers away. So even if you move like 100 m in any direction the rendered result is not changed at all (or very little that can not be recognized).
If your skybox contains stuff you want to move towards than is doable but you need to limit the movement so you not get too close as that would result in pixelation of the skybox and eventually even crossing it. That can be done by game terrain (you can not jump above boundary mountains or swim too far from an island etc.
Another option is to limit camera distance from skybox center to some safe distance. If more far then the limit move the skybox to match the distance again... that way you can come near/far to skybox up to a point (it gets bigger/smaller on the close/far side) and never cross it ... without any actual camera position restrictions...
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First things first, when you are rendering a sky box, generally, you don't render an actual box.
The skybox contains stuff that generally never or only very slowly change and is so far away that the player will never reach. The skybox is stored in a cube map texture and rendered through a full screen rectangle. In the shader you use OpenGL's cubemap sampling by sampling with the eye vector into the map.
If the skybox is dynamic, like dynamic time of day, it is only re rendered every couple of frames or only when needed.
A while back I wrote an article on how to do it: GLSL Skybox (You will need to update the code to a modern OpenGL version through...)
add a comment |
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
0
down vote
accepted
Skybox is usually rendered without offset to camera because its content represent stuff very far away (many times bigger than actual camera movement) like stars or mountains that are many kilometers away. So even if you move like 100 m in any direction the rendered result is not changed at all (or very little that can not be recognized).
If your skybox contains stuff you want to move towards than is doable but you need to limit the movement so you not get too close as that would result in pixelation of the skybox and eventually even crossing it. That can be done by game terrain (you can not jump above boundary mountains or swim too far from an island etc.
Another option is to limit camera distance from skybox center to some safe distance. If more far then the limit move the skybox to match the distance again... that way you can come near/far to skybox up to a point (it gets bigger/smaller on the close/far side) and never cross it ... without any actual camera position restrictions...
add a comment |
up vote
0
down vote
accepted
Skybox is usually rendered without offset to camera because its content represent stuff very far away (many times bigger than actual camera movement) like stars or mountains that are many kilometers away. So even if you move like 100 m in any direction the rendered result is not changed at all (or very little that can not be recognized).
If your skybox contains stuff you want to move towards than is doable but you need to limit the movement so you not get too close as that would result in pixelation of the skybox and eventually even crossing it. That can be done by game terrain (you can not jump above boundary mountains or swim too far from an island etc.
Another option is to limit camera distance from skybox center to some safe distance. If more far then the limit move the skybox to match the distance again... that way you can come near/far to skybox up to a point (it gets bigger/smaller on the close/far side) and never cross it ... without any actual camera position restrictions...
add a comment |
up vote
0
down vote
accepted
up vote
0
down vote
accepted
Skybox is usually rendered without offset to camera because its content represent stuff very far away (many times bigger than actual camera movement) like stars or mountains that are many kilometers away. So even if you move like 100 m in any direction the rendered result is not changed at all (or very little that can not be recognized).
If your skybox contains stuff you want to move towards than is doable but you need to limit the movement so you not get too close as that would result in pixelation of the skybox and eventually even crossing it. That can be done by game terrain (you can not jump above boundary mountains or swim too far from an island etc.
Another option is to limit camera distance from skybox center to some safe distance. If more far then the limit move the skybox to match the distance again... that way you can come near/far to skybox up to a point (it gets bigger/smaller on the close/far side) and never cross it ... without any actual camera position restrictions...
Skybox is usually rendered without offset to camera because its content represent stuff very far away (many times bigger than actual camera movement) like stars or mountains that are many kilometers away. So even if you move like 100 m in any direction the rendered result is not changed at all (or very little that can not be recognized).
If your skybox contains stuff you want to move towards than is doable but you need to limit the movement so you not get too close as that would result in pixelation of the skybox and eventually even crossing it. That can be done by game terrain (you can not jump above boundary mountains or swim too far from an island etc.
Another option is to limit camera distance from skybox center to some safe distance. If more far then the limit move the skybox to match the distance again... that way you can come near/far to skybox up to a point (it gets bigger/smaller on the close/far side) and never cross it ... without any actual camera position restrictions...
edited Nov 22 at 16:48
answered Nov 22 at 7:04
Spektre
28.9k645203
28.9k645203
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up vote
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First things first, when you are rendering a sky box, generally, you don't render an actual box.
The skybox contains stuff that generally never or only very slowly change and is so far away that the player will never reach. The skybox is stored in a cube map texture and rendered through a full screen rectangle. In the shader you use OpenGL's cubemap sampling by sampling with the eye vector into the map.
If the skybox is dynamic, like dynamic time of day, it is only re rendered every couple of frames or only when needed.
A while back I wrote an article on how to do it: GLSL Skybox (You will need to update the code to a modern OpenGL version through...)
add a comment |
up vote
0
down vote
First things first, when you are rendering a sky box, generally, you don't render an actual box.
The skybox contains stuff that generally never or only very slowly change and is so far away that the player will never reach. The skybox is stored in a cube map texture and rendered through a full screen rectangle. In the shader you use OpenGL's cubemap sampling by sampling with the eye vector into the map.
If the skybox is dynamic, like dynamic time of day, it is only re rendered every couple of frames or only when needed.
A while back I wrote an article on how to do it: GLSL Skybox (You will need to update the code to a modern OpenGL version through...)
add a comment |
up vote
0
down vote
up vote
0
down vote
First things first, when you are rendering a sky box, generally, you don't render an actual box.
The skybox contains stuff that generally never or only very slowly change and is so far away that the player will never reach. The skybox is stored in a cube map texture and rendered through a full screen rectangle. In the shader you use OpenGL's cubemap sampling by sampling with the eye vector into the map.
If the skybox is dynamic, like dynamic time of day, it is only re rendered every couple of frames or only when needed.
A while back I wrote an article on how to do it: GLSL Skybox (You will need to update the code to a modern OpenGL version through...)
First things first, when you are rendering a sky box, generally, you don't render an actual box.
The skybox contains stuff that generally never or only very slowly change and is so far away that the player will never reach. The skybox is stored in a cube map texture and rendered through a full screen rectangle. In the shader you use OpenGL's cubemap sampling by sampling with the eye vector into the map.
If the skybox is dynamic, like dynamic time of day, it is only re rendered every couple of frames or only when needed.
A while back I wrote an article on how to do it: GLSL Skybox (You will need to update the code to a modern OpenGL version through...)
answered Nov 23 at 15:25
rioki
4,00442247
4,00442247
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add a comment |
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