Doom Wiki
(portals)
(Shouldn't be here)
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A texture-based skybox uses {{wp|cube mapping}} to project the sky texture on all six directions (east, west, north, south, up, down). The source images must be distorted in a way that compensates for the cube projection, or the skybox's boxy nature becomes too apparent. Programs such as {{wp|Terragen}} are specialized in creating such source pictures.
 
A texture-based skybox uses {{wp|cube mapping}} to project the sky texture on all six directions (east, west, north, south, up, down). The source images must be distorted in a way that compensates for the cube projection, or the skybox's boxy nature becomes too apparent. Programs such as {{wp|Terragen}} are specialized in creating such source pictures.
   
A textured model. Very similar to the above except that the model doesn't have to be a cube and can instead be any shape or even multiple models.
+
A skymodel. Very similar to a skybox except that the model doesn't have to be a cube and can instead be any shape or even multiple models.
   
 
A geometry-based skybox uses a special "[[camera]]" object placed in a part of the level (normally inaccessible to the player) which is used as the point of reference for projecting the sky. This method, basically a type of [[portal]], is usually combined with normal sky or a texture-based skybox.
 
A geometry-based skybox uses a special "[[camera]]" object placed in a part of the level (normally inaccessible to the player) which is used as the point of reference for projecting the sky. This method, basically a type of [[portal]], is usually combined with normal sky or a texture-based skybox.
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* [[Doomsday]] — {{dengwiki|Sky|Sky definitions}}, a new method of defining sky models implemented in Doomsday 1.9 Beta6
 
* [[Doomsday]] — {{dengwiki|Sky|Sky definitions}}, a new method of defining sky models implemented in Doomsday 1.9 Beta6
 
* [[Doomsday]] and derivatives — {{dengwiki|Map_Info|Map_Info definitions}}, pre Doomsday 1.9 Beta6 method of defining sky models, though it is currently still supported.
 
* [[Doomsday]] and derivatives — {{dengwiki|Map_Info|Map_Info definitions}}, pre Doomsday 1.9 Beta6 method of defining sky models, though it is currently still supported.
* [[Eternity Engine]] — see {{Eterwiki|Portal|portals}}
 
 
* [[GLBoom+]] — using the {{Zdoomwiki|GLDEFS|GLDEFS|linkonly=1}} method from [[GZDoom]]
 
* [[GLBoom+]] — using the {{Zdoomwiki|GLDEFS|GLDEFS|linkonly=1}} method from [[GZDoom]]
 
* [[Vavoom]] — see {{Vvwiki|SKYBOXES|SKYBOXES lump}}
 
* [[Vavoom]] — see {{Vvwiki|SKYBOXES|SKYBOXES lump}}

Revision as of 09:22, 8 February 2011

Skyboxes are different methods by which a fully 3D sky can be constructed (instead of the cylinder projection of the normal sky textures, or the dome projection commonly used in OpenGL ports).

Three types of skyboxes exist: model-based and geometry-based.

A texture-based skybox uses cube mapping to project the sky texture on all six directions (east, west, north, south, up, down). The source images must be distorted in a way that compensates for the cube projection, or the skybox's boxy nature becomes too apparent. Programs such as Terragen are specialized in creating such source pictures.

A skymodel. Very similar to a skybox except that the model doesn't have to be a cube and can instead be any shape or even multiple models.

A geometry-based skybox uses a special "camera" object placed in a part of the level (normally inaccessible to the player) which is used as the point of reference for projecting the sky. This method, basically a type of portal, is usually combined with normal sky or a texture-based skybox.

Source ports which have implemented skyboxes may provide one or more of the above types of skyboxes.

Source ports with skyboxes