3d - DirectX 11, Sky dome canges shape while moving -


my issue quite annoying because can't grip on how fix it.

the basic idea created sky sphere rendered , moves camera position. rendering of sky sphere done turning of z buffering , after turning on, , movement of sky done translating world matrix camera position values.

when move camera implicitly sky dome long distances, let's 1000000.0f units on deptz(z) axis, sky sphere starts change shape... , gets worse longer distances...

i checked see if it's not texture rendering switching on wire-frame, , can see polygons of sphere changing.

anybody having ideas ??? thank you.

as trillian suggests, should render small skydome, centred around camera. procedure this:

  1. clear colour , depth buffers
  2. disable depth buffer writes
  3. render sky dome using camera's rotation not translation view matrix
  4. re-enable depth buffer writes
  5. render rest of scene

this way sky behind rest of scene though small , never have issue of walking 'past' sky.


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