Anyone any ideas as to how to implement Quake-Like Sky Brushes?
I've come close by mapping vert UV's to a spherical Sky Texture at runtime depending on the pitch and yaw of the camera. However, because the texture is mapped perspectively correct I get undesireable distortions. I'm pretty sure there is no linear mapping option in Blitz3D so I'm looking for a better solution.
I could use CubeMapping but I'de rather have a solution that was compatible with all/most video cards.
Using a Sky Box or Sphere is not an option due to the nature of the map structure (it's Doom/Marathon like).
I've come close by mapping vert UV's to a spherical Sky Texture at runtime depending on the pitch and yaw of the camera. However, because the texture is mapped perspectively correct I get undesireable distortions. I'm pretty sure there is no linear mapping option in Blitz3D so I'm looking for a better solution.
I could use CubeMapping but I'de rather have a solution that was compatible with all/most video cards.
Using a Sky Box or Sphere is not an option due to the nature of the map structure (it's Doom/Marathon like).