Should you be able to make a non-square skybox where the x and z sizes are not the same. This is important for me because the game world is not always perfectly square. When The x and z extents are not the same the quads do not line up properly and you can see the black nothingness beyond. To see this just change the x or z extents in the Skybox constructor in TestSkybox to something like 15 and you will see what I mean.
Is this a bug or does it always have to have same x and z extends by definition
But… you just move the Skybox with the camera… so your perspective of the Skybox-world should never change, and therefore you should always be able to use just a cube. I'm not sure I understand why you'd need a non-square skybox…
But to answer your question, by definition a Skybox is a perfect cube.
What if your world only had 2x3 tiles at your current position if you are approaching the end of your world? Granted you should never be able to walk up to a skybox as this defeats the illusion ;) I guess a solution in that case would be to make a mountain or other large object that blocks view off the smaller side of the world and then extend the skybox over the void so that it is square.
Anubis said:
What if your world only had 2x3 tiles at your current position if you are approaching the end of your world? Granted you should never be able to walk up to a skybox as this defeats the illusion ;) I guess a solution in that case would be to make a mountain or other large object that blocks view off the smaller side of the world and then extend the skybox over the void so that it is square.
Most games use the ocean or impassible mountains / forests to keep their worlds contained. You should never be able to approach the Skybox, though. You are correct in that.
The problem is, if you have a non-square skybox then the textures will be distorted (stretched). In many cases this would destroy the illusion that you're looking at a sky since the proportions would look wrong.