Hey guys!
I programmed a while ago a skybox on jME2 but my pc got a virus and all my files were deleted and I stopped jME programming.
I searched and I didn’t found any example (or I don’t know how to use the search tool in the new forum) Now, I really want your guys help to make my skybox. I got six 512 x 512 “.png” image files and I want to use them on a skybox. Could you guys give me a link a code example or something like that?
Thanks in advance, borba.
Thanks for your reply, normen!
It only shows in “.dds” format. The methods to convert to “.dds” are too complicated. Is there an easy way to make a skybox based on 6 images?
Thanks in advance, borba.
.dds format is supported by jME3
loook at this tutorial on cgtexture.com to create dds cube maps
http://www.cgtextures.com/content.php?action=tutorial&name=cubemaps
Ati CubemapGen → Google
I recommend using the dds plugin for gimp… easy to use and very efficient…
@normen , I am experiencing a problem with the skyboxes. Essentially I made a collision shape for the terrain and added it to the bullet app state, but the problem is that a skybox adds a sphere mesh at 0,0,0 but it is only about 15 world units in diameter and it blocks any rigid body control. How can i prevent the skybox from doing this?
<cite>@jrlowe said:</cite> @normen , I am experiencing a problem with the skyboxes. Essentially I made a collision shape for the terrain and added it to the bullet app state, but the problem is that a skybox adds a sphere mesh at 0,0,0 but it is only about 15 world units in diameter and it blocks any rigid body control. How can i prevent the skybox from doing this?
You are probably adding the skybox to the terrain, don’t do that
Add the sky box to another scene graph node higher in the graph, for example the root node.
shouldnt skybox be attached to camera?
<cite>@eraslt said:</cite> shouldnt skybox be attached to camera?It should not be mandatory even though it is a good idea when you want to use the same skybox wherever you go.
Actually, the skybox doesn’t need to be attached to the camera because it’s always rendered with a depth forced to 1.
Meaning that the skybox is always rendered on the far plane of the camera even if it’s not in the camera point of view.