- Mar 2, 2018
- 124
- 4
This isn't the classic skybox question you were probably expecting,I understand how to make a skybox and scale it seamlessly with the world with a sky_camera
My question is, how does the engine decide if and where to render the skybox and how is it rendered (in parts or all together, which I'm guessing is the latter).
Is the skybox rendered for a client if and only if they have a worldbrush with a skybox tool texture in their PVS?
How are the world brushes with the skybox texture related to the skybox's rendering process?
From what I've seen the skybox is rendered by its offset from the point 0 0 0 and the sky_camera, so what's the purpose of the skybox tool texture? Is it like a nodraw that tells the engie there's nothing in front of the skybox in the face area of that texture?
My question is, how does the engine decide if and where to render the skybox and how is it rendered (in parts or all together, which I'm guessing is the latter).
Is the skybox rendered for a client if and only if they have a worldbrush with a skybox tool texture in their PVS?
How are the world brushes with the skybox texture related to the skybox's rendering process?
From what I've seen the skybox is rendered by its offset from the point 0 0 0 and the sky_camera, so what's the purpose of the skybox tool texture? Is it like a nodraw that tells the engie there's nothing in front of the skybox in the face area of that texture?