If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
This short tutorial explains how to create skyboxes for Ogre using Bryce 5.5.
Read over this tutorial here, specifically the section about skyboxes in Bryce: http://www.gamasutra.com/features/19981023/bell_01.htm
In the table where it describes the degrees for each view, use these values instead of those in the article (only the UP value is changed). Enter the first values, then render the scene by clicking the Render button, then choose File->Save Image As and name the file appropriately as described below. Feel free to save it out as .jpg instead of .bmp but remember that .jpg is a lossy compression format and I prefer saving it as .bmp and then using Photoshop to re-save it as .jpg so I have finer control of the compression settings.
| View | File Name | X | Y | Z |
| Front | MySky_FR.bmp | 0 | 180 | Â 0 Â |
| Left | MySky_LF.bmp | 0 | 90 | 0 |
| Back | MySky_BK.bmp | 0 | 0 | 0 |
| Right | MySky_RT.bmp | 0 | -90 | 0 |
| Up | MySky_UP.bmp | -90 | 180 | 0 |
| Down | MySky_DN.bmp | 90 | 90 | 0 |
material MySky
{
technique
{
pass
{
lighting off
depth_write off
texture_unit
{
cubic_texture MySky.bmp separateUV
tex_address_mode clamp
}
}
}
}
In code, call the following:
mSceneMgr->setSkyBox(true, "MySky");
Advanced:
Calculate real sun -Azimuth and -Altitude values and enter them into Sky Lab using the following tool: http://www.geocities.com/senol_gulgonul/sun/
Contributors to this page: jacmoe
and
Spacegaier
.
Page last modified on Tuesday 22 of December, 2009 05:11:58 UTC by jacmoe
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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