I posted this over on Inside3D, but I want to make sure it reaches as many people as possible. It's a neat trick, based on a suggestion by Spike on Inside3D, for modifying my old sky sphere tutorial (which I had posted on QuakeSrc.org years ago) so that (1) it doesn't flood the framebuffer with polys that will eventually be depthmasked out, and (2) world polys that are not visible through the old sky are not visible through the sky sphere.
If you've implemented my old tutorial, you can see (1) by switching off the main world render and loading any map that has sky. You can see (2) by rendering everything as normal and loading e4m7 - just look up at the sky in the start room.
Credit for the suggestion to Spike, the implementation is my own.
The basic technique is:
* Draw regular sky polys with colormask 0.
* Invert the depth func.
* Draw the box/sphere/whatever. For a dual layer box/sphere, draw the back layer nearer than the front, to match the inverted depth func.
* Switch the depth func back to normal.
* Draw regular sky polys with colormask 0 again.
* Draw the world.
Here it is in the start room of e4m7 (with the world render turned off):

And here's code for a working implementation (based off my previous sky sphere tutorial on QuakeSrc.org, so if you've implemented that you should be able to do this too):
If you've implemented my old tutorial, you can see (1) by switching off the main world render and loading any map that has sky. You can see (2) by rendering everything as normal and loading e4m7 - just look up at the sky in the start room.
Credit for the suggestion to Spike, the implementation is my own.
The basic technique is:
* Draw regular sky polys with colormask 0.
* Invert the depth func.
* Draw the box/sphere/whatever. For a dual layer box/sphere, draw the back layer nearer than the front, to match the inverted depth func.
* Switch the depth func back to normal.
* Draw regular sky polys with colormask 0 again.
* Draw the world.
Here it is in the start room of e4m7 (with the world render turned off):

And here's code for a working implementation (based off my previous sky sphere tutorial on QuakeSrc.org, so if you've implemented that you should be able to do this too):
Code:
/* ================= R_DrawSkyChain ================= */ cvar_t r_skyspeed = {"r_skyspeed", "2.5", true}; float rotateBack = 0; float rotateFore = 0; float skytexes[440]; float skyverts[660]; void R_DrawSkyArrays (int texnum, float bigscale, float smallscale, float rotatefactor) { // go to a new matrix glPushMatrix (); // center it on the players position, scale it, orient so the poles are unobtrusive, // make it not always at right angles to the player, and rotate it around the poles glTranslatef (r_origin[0], r_origin[1], r_origin[2]); glTranslatef (0, 0, -500); glScalef (bigscale, bigscale, smallscale); glRotatef (-90, 1, 0, 0); glRotatef (-22, 0, 1, 0); glRotatef (rotatefactor, 0, 0, 1); // bind the correct texture glBindTexture (GL_TEXTURE_2D, texnum); // draw the sphere // (if this barfs on your implementation, just unroll the single call into 10 batches of 22) glDrawArrays (GL_TRIANGLE_STRIP, 0, 220); // restore the previous matrix glPopMatrix (); } void R_ClipSky (msurface_t *skychain) { int i; glvertex_t *v; msurface_t *surf; glpoly_t *p; // disable texturing and writes to the color buffer glDisable (GL_TEXTURE_2D); glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); for (surf = skychain; surf; surf = surf->texturechain) { for (p = surf->polys; p; p = p->next) { int vpos = 0; for (i = 0, v = p->verts; i < p->numverts; i++, v++) { VArrayVerts[vpos++] = v->tv[0]; VArrayVerts[vpos++] = v->tv[1]; VArrayVerts[vpos++] = v->tv[2]; } glDrawArrays (GL_TRIANGLE_FAN, 0, p->numverts); } } // revert glEnable (GL_TEXTURE_2D); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // need to reset primary colour to full as well // as colormask can set it to black on some implementations glColor3f (1, 1, 1); } void R_DrawSkyChain (msurface_t *skychain) { // sky scaling float fullscale; float halfscale; float reducedfull; float reducedhalf; // do these calcs even if we're not drawing // sky rotation // bound rotation speed 0 to 100 if (r_skyspeed.value < 0) r_skyspeed.value = 0; if (r_skyspeed.value > 100) r_skyspeed.value = 100; // always rotate even if we're paused!!! rotateBack = anglemod (realtime * (2.5 * r_skyspeed.value)); rotateFore = anglemod (realtime * (4.0 * r_skyspeed.value)); // no sky to draw if (!skychain) return; // need this as a baseline for everything glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (3, GL_FLOAT, sizeof (float) * 3, VArrayVerts); // write the regular sky polys into the depth buffer to get a baseline R_ClipSky (skychain); // calculate the scales in proportion to the far clipping plane for the world fullscale = r_farclip / 4096; halfscale = r_farclip / 8192; reducedfull = (r_farclip / 4096) * 0.9; reducedhalf = (r_farclip / 8192) * 0.9; // switch the depth func so that the regular polys will prevent sphere polys outside their area reaching the framebuffer glDepthFunc (GL_GEQUAL); glDepthMask (GL_FALSE); // sky texture scaling // note that in terms of size this is *NOT* visually the same as the "classic" quake sky - drawing it on a // proper sphere generates an "obviously a tiled texture" look if we shrink it more, and looks very wrong, // so we go for somewhat larger instead. increase to 8, 4, 4 if that really bothers you. glMatrixMode (GL_TEXTURE); glLoadIdentity (); glScalef (6, 3, 3); glMatrixMode (GL_MODELVIEW); // switch vertex pointers glVertexPointer (3, GL_FLOAT, 3 * sizeof (float), skyverts); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glTexCoordPointer (2, GL_FLOAT, 2 * sizeof (float), skytexes); // background // here we invert the sphere sizes to match the inverted depth func, so that the smaller sphere is actually the back texture! R_DrawSkyArrays (solidskytexture->texnum, reducedfull, reducedhalf, -rotateBack); // enable blending for the alpha sky glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // foreground // here we invert the sphere sizes to match the inverted depth func, so that the larger sphere is actually the front texture! R_DrawSkyArrays (alphaskytexture->texnum, fullscale, halfscale, -rotateFore); // back to normal mode glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable (GL_BLEND); // done with texturing glDisableClientState (GL_TEXTURE_COORD_ARRAY); // revert the texture matrix glMatrixMode (GL_TEXTURE); glLoadIdentity (); glMatrixMode (GL_MODELVIEW); // revert the depth func glDepthFunc (GL_LEQUAL); glDepthMask (GL_TRUE); // now write the regular polys one more time to clip world geometry glVertexPointer (3, GL_FLOAT, sizeof (float) * 3, VArrayVerts); R_ClipSky (skychain); // done! phew! opengl-fu at it's finest glDisableClientState (GL_VERTEX_ARRAY); // run a pipeline flush GL_FlushOrFinish (false); }
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