Is using a software-style sky in OpenGL possible?

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lupinx-Kassman
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Is using a software-style sky in OpenGL possible?

Post by lupinx-Kassman » Fri Dec 27, 2013 1:15

Hello! For a particular wad I am woking on, I would like to use software-style skies in OpenGL. The reason being that I want to use PNG skies without palette limitations, but I don't want them to be spherically projected as seems to be the standard. Basically what I am asking is if there is a way to use the sky in screenshot 1 instead of the sky in screenshot 2 for openGL.

Screenshot 1:
Image

Screenshot 2:
Image

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Graf Zahl
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Re: Is using a software-style sky in OpenGL possible?

Post by Graf Zahl » Fri Dec 27, 2013 10:41

No, there isn't. The 'software sky' has a maximum pitch at which it would have to repeat or end. It's the part above that point that gets faded out with GL. If you want more coverage, make a sky that doesn't need to be stretched by the software renderer. GL never uses sky stretching, if a sky is too short it gets faded out at a lower height.

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Re: Is using a software-style sky in OpenGL possible?

Post by Gez » Fri Dec 27, 2013 22:31

The alternative to spherical projection is to use cubic projection -- in other words, assemble a skybox in GLDEFS.

lupinx-Kassman
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Re: Is using a software-style sky in OpenGL possible?

Post by lupinx-Kassman » Sat Dec 28, 2013 21:58

I see, thanks for the help!

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