Move the skybox up per Mythos' ruler recommendation. This should probably be a map setting.
This was SVN commit r14844.
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@ -252,6 +252,7 @@ void SkyManager::RenderSky()
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// Distance to draw the faces at
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const float D = 1500.0f; // distance from map center
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const float H = 500.0f; // height of the ceiling
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const float FH = -100.0f; // height of the "floor"
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CShaderProgramPtr shader;
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CShaderTechniquePtr skytech;
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@ -273,22 +274,22 @@ void SkyManager::RenderSky()
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glBegin(GL_QUADS);
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// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -H, -D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -H, +D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
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glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
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glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
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// GL_TEXTURE_CUBE_MAP_POSITIVE_X
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -H, +D );
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -H, -D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
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glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
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glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
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// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -H, -D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -H, +D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -H, +D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -H, -D );
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
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// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
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glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
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@ -297,14 +298,14 @@ void SkyManager::RenderSky()
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glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
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// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -H, -D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -H, -D );
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glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D );
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glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D );
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glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D );
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glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D );
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// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -H, +D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -H, +D );
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glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D );
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glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D );
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glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D );
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glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D );
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glEnd();
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