oh, i tried also another way, similar to the skybox approach.
let’s talk about heavy gear 2: there are some missions on the asteroids, where you can clearly see stars surrounding the scene.
i liked very much that star glittering when you smoothly change the view: a common aliasing artifact, but wich in this case looks good.
so i tried to recreate that.
the fact is that if i enclosed the scene into a skybox, then i would have to build a texture wich resolution is very high, compared to the projected size of a pixel (to produce aliasing)
so i tried to tile it: bad!
the skybox is a box, not a sphere, so near the corners of the box can be seen dense clusters of stars (with aliasing, ok) but near the center… no aliasing at all.
i would need a way to keep aliasing mostly constant over the surface of the quads.
so, i splitted every face of the box into more quads (actually 6, if i remember) and assigned directly texture coords to the new verts created.
the texture coords function must map the 3D vertex position to a 2D location on the surface of a sphere (approx works good the same)
i implemented it in a small demo, available here:
earth demo
sorry, but the demo is not compilable, unless i share all the developement system… quite big.
however, the skybox code is all there.
email me if it doesn’t work!
DMY
[This message has been edited by dmy (edited 11-26-2000).]