Sky is Back! With HDR.
The sky has not been working for quite some time, and I’ve been trying to figure it out for months. I have finally solved the problem, and as usual, it was completely obvious. For some reason, I had 2 camera initializations both connecting to the same scene node. One had no far clipping, while the other did. All it took was to delete one of the camera functions and set a far clipping distance of about 800 world units more than that set on the skydome. Hey presto! It worked.
Now that the sky is working, I had a play about with the HDR (High Dynamic Range) compositor I implemented a while back. Unfortunately it is graphics-hungry, and it has an effect on the physics stepper. Therefore it can be pretty slow because it applies the effect to the entire screen. But nevertheless, it’s good for taking screenshots.
Head over to the gallery for a peek.











