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alex25 Wrote:should be also set the far clipping plane to the size of the horizon?

nevermind, there are cases when the horizon is below the track (but i guess the sky will always be above) so we might not want to do that.

--alex--
also, just for future reference, the z-buffer gets cleared after drawing skybox stuff, so the horizon won't ever be drawn in front of normal objects.
joevenzon Wrote:also, just for future reference, the z-buffer gets cleared after drawing skybox stuff, so the horizon won't ever be drawn in front of normal objects.
and it should stay that way. i just experimented with disabling clearing the z-buffer after drawing the sky and it was very unnerving to suddenly have objects pop out of the horizon as you drive around (you can see this very well at barcelona). sorry for a bad idea.

--alex--
Hey guys!!, i'm having the same problem since a few days ago!!, and it's really annoying!. I didn't touch any sky origin parameters. I'm having this issue in all tracks with a far horizon. Did you found any solution Alex?

[Image: 01.jpg]
[Image: 02.jpg]
[Image: 03.jpg]
Uhm....those screen shots are not even from VDrift.
Does this matter have any relevance?
Well these are the VDrift forums after all. What game is it?
OMG!, lol!, I was searching in Google for that issue, and I found this forum!.. really the alex's screenshots of the first page looks very close to rFactor!!, and I'm having this problem as well in rF, but I just've to solve it Smile
Actually, the links & screenshots he posted were of an rFactor track which he imported into VDrift (sadly we can't distribute it because of copyright).
Um... look at the ugly black line in the sky. I'm running a relatively low spec system... but still surely that is not desirable.

You'll need to view the image full size to see it:
http://vdrift.net/Gallery/media.php?f=0&...2094245241
Charlie, what graphics card do you have?

That problem is a common one when using low-res textures... the top edge of the texture gets color bleed from the bottom edge. I think there's a way to tell opengl not to do that, but I haven't had much luck with it.
I've seen some seams in the skyboxes on several tracks, on both of my video cards...I have a really good one and an OK one (BFG Tech 7600GT OCE PCIx16, and BFG Tech Ti4200 AGP8x).

edit: actually looking at charlie's screenshot now I see his are horizontal seams, I only see vertical ones.
It's an onboard 3D card on my laptop. An Intel i855 chipset I think, something like that. (Not got it here, can't check.)
joevenzon Wrote:Based on the above, I made it so objects marked skybox track the camera's y (vertical) offset, checked in SVN R1554. Let me know if this fixes the problem for your horizon, or makes the horizon go even further into the sky (in which case I need to flip the sign). Also, note that this change applies to all skybox objects, so it may mess up the sky on some tracks. If anyone notices that this happens, I can make a separate "horizon" parameter so the old method is used for the sky.

looks like we lost this fix when we switched to the scenegraph branch:

[Image: shot051.jpg]

can we get it back? please...

--alex--
Try R1807....
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