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OpenGL 3D Game Tutorial 27: Skybox

admin by admin
July 21, 2020
in Game
46
OpenGL 3D Game Tutorial 27: Skybox



LWJGL tutorial series on how to create a 3D Java game with OpenGL!

Programming a skybox this week using cube map textures!

Download PNGDecoder: or

Downloadable Source Code:

Skybox Textures:

OpenGL Textures Info:

Loads of skyboxes:

Common Problems:

-Due to hardware limitations on some computers you may see some visible seams at the edges of the skybox. If this is the case then add these two lines to the end of the loadCubeMap() method, just before returning the texID:
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

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Comments 46

  1. zames probes says:
    2 years ago

    Best tutorials on tube. Simple, clear, short and with a pinch of humor.
    I wish you all the best.
    You make the world a better place.

    Reply
  2. MrTarnegol says:
    2 years ago

    instead of changing the view matrix in the renderer you can treat the position of the vertex as a vector by replacing vec4(position, 1.0) with vec4(position, 0.0) when you calculate gl_Position

    Reply
  3. Alan Burns says:
    2 years ago

    Couldn't I just go into blender and make my skybox there? :/

    Reply
  4. Da_ K8Gamer says:
    2 years ago

    i love your videos, but i have a problem and is that when rendering the sky box, this does not look right when being reflected by water

    Reply
  5. Lonsdaleite Politics says:
    2 years ago

    Hi. I know this is a 4-year-old tutorial. Nevertheless, could you please help me out with this issue?

    Whenever I enter my game, only one side of the skybox renders, and the images render in a very distorted way. When I move back, away from it, one of the edges follows me. Whenever I implement the thing to make it follow the camera, it disappears.

    Some images here: https://imgur.com/a/91rNcym

    Do you have any insights as to what could cause this problem?

    Thanks.

    Reply
  6. Colorful Darkness says:
    2 years ago

    For people who experience serious problems like flickering in the edges (seams) of the skybox just add this line somewhere in your project (it need to be called just one): glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS)

    Reply
  7. haxpor says:
    2 years ago

    For some reasons, up and down textures for cubemap are not seamless transitioning with other textures.
    I found solution for my case if you download skyboxes from such website as suggested in the video, you need to do the following

    – rotate up texture 90 degrees counter-clockwise
    – rotate bottom texture 90 degrees clockwise

    That's all! Thanks for video!

    Reply
  8. Silviu Alexandru says:
    2 years ago

    Hi! It all looks wonderful, but I would like to see the sky (the top of the cube) without the ferns, player and other stuff… How can I do that?
    P.S.: I hope I'm not too buggy with my questions! 😀

    Reply
  9. Bruce Walker says:
    2 years ago

    Isn't it better to just render a huge textured cube with backface culling turned off?

    Reply
  10. Jack Davenport says:
    2 years ago

    One quick tip I have for skyboxes: this skybox will clip through the terrain and reduce the draw distance, wasting render time on objects/terrain which is beyond the bounds of the skybox. You can fix this by adding this code to the start of the skybox render method:

    glDepthMask(GL_FALSE);
    glDepthRange(1f, 1f);

    And adding this code to the end of the method:

    glDepthRange(0f, 1f);
    glDepthMask(GL_TRUE);

    This for one stops the skybox from being drawn onto the depth buffer, and two makes the skybox draw behind everything else, which keeps everything in view and puts the skybox at the back of the scene, so it doesn't cut any objects off.

    Reply
  11. Neil Roy says:
    2 years ago

    An important note if you wish to create your own set of skybox images from scratch if that each of the images needs to be a 90 degree field of view. The total view around the entire skybox is 360 degrees. Seeing as how we have four sides, each side needs to cover a 90 degree field of view (90 * 4 = 360). The top and bottom also need to be 90 degree field of view. I used terragen to create some nice skyboxes, I rendered the sky etc… and set the view to 90 degrees, then turned the camera 90 degrees to get each direction perfectly, keeping the output square. I then faced what would be the front direction and then looked straight up and straight down to render top and bottom. For one skybox I left out the landscape entirely and then edited the sides and the bottom view so they had a fog colour and solid half at the bottom which was the same colour as the in game fog so it blends in perfectly. On my channel I have a video called "City3D" I made years ago which use this and you can see how well it works.

    With my own skybox, I took an idea from the older Battlefield 1942 game, which done it's skyboxes so that the bottom half of them, which you seen on the horizon had a more foggy, solid colour which matched whatever the fog colour was so they both blended together nicely.

    Reply
  12. KeN Ny says:
    2 years ago

    I didn't notice it before but when I looked at the corners of the skybox I saw that the corners were a little bit glitchy. How can this be fixed?

    Reply
  13. neo expert says:
    2 years ago

    Thank you for your Awesome tutorials! I have developed an APP with some OpenGL aspects:
    https://play.google.com/store/apps/details?id=com.neoexpert.glfun

    Reply
  14. Kumodatsu says:
    2 years ago

    I don't know if someone else has mentioned this already, but in the vertex shader it's also possible to multiply the view matrix with vec4(position, 0.0f) instead of vec4(position, 1.0f). Because of the 0.0f the view matrix' translation won't affect the vector at all, but the rotation (and scale) will. That way you don't have to create a modified view matrix just for this shader.
    After that multiplication the vector's w coordinate does need to be manually set back to 1.0f though, otherwise the projection matrix won't apply correctly anymore:

    vec4 untranslated_view = viewMatrix * vec4(position, 0.0f);
    untranslated_view.w = 1.0f;
    gl_Position = projectionMatrix * untranslated_view;

    It probably doesn't make any difference for the performance, but it's still nice, I suppose. ^w^

    Reply
  15. Leon Lyu says:
    2 years ago

    Just wanna say keep making new tutorials pls. You're the apple of my eye!!

    Reply
  16. Kyle Pearce says:
    2 years ago

    All the textures load fine, but the "top.png" is all multi colored lines, like an old TV(the static looking stuff). why is this? why just top.png and no others ? I would appreciate help from anyone

    Reply
  17. Tyler Marchildon says:
    2 years ago

    I'm having a problem with the lwjgl library that seemed to start after I added the PNGDecoder jar. This is the console output: Exception in thread "main" java.lang.ExceptionInInitializerError
    Caused by:
    java.lang.RuntimeException: No OpenGL context found in the current thread.
    at org.lwjgl.opengl.GLContext.getCapabilities(GLContext.java:124)
    at org.lwjgl.opengl.GL30.glBindVertexArray(GL30.java:1510)
    at renderEngine.Loader.createVAO(Loader.java:88)
    at renderEngine.Loader.loadToVAO(Loader.java:35)
    at weapons.RenderWeapon.<init>(RenderWeapon.java:33)
    at entities.Camera.<init>(Camera.java:28)
    at gameObjects.GameObjects.<init>(GameObjects.java:24)
    at engineTester.MainGameLoop.<clinit>(MainGameLoop.java:36)
    I have no idea how to fix this.

    Reply
  18. Aidan Haddon-Wright says:
    2 years ago

    If you render the skybox first with depth testing disabled, the skybox wont collide with the terrain like at 18:50.

    Reply
  19. coden4 says:
    2 years ago

    For me, the sides of the skybox is rendering upside down.

    Reply
  20. Bob Bobety says:
    2 years ago

    Is it just my terrain that won't render at coordinates like 1, 1 and -2, -2?

    Reply
  21. thatmadhacker says:
    2 years ago

    my skybox is just a 2d wall?!?!

    Reply
  22. Ojas Landge says:
    2 years ago

    If anybody is getting this error: Exception in thread "main" java.lang.IllegalArgumentException: ByteBuffer is not direct
    In the loader class, in the decodeTextureFile method, look for where you allocate the bytebuffer and change that line to: buffer = ByteBuffer.allocateDirect(4 * width * height);

    Reply
  23. Jordan Mancini says:
    2 years ago

    I'm starting to have PTSD from these Fragment and Vertex Shader files… Oh well I can't let it stop me from creating this, after spending so much time on it.

    Reply
  24. Alexander LastName says:
    2 years ago

    My skybox was black,I accidentally forgot to multiple width by 4 at pngdecoder..now its working…good tutorial Tnx Matrix.

    Reply
  25. Null void says:
    2 years ago

    How would you do a procedural skybox I tried to set one up but it just ended up rendering the default blue color and nothing else

    Reply
  26. LegoGenius 1st says:
    2 years ago

    I am having trouble with the downloaded code in the loader class.
    Format.RGBA
    none of the imports I can use appear to work for that.

    Reply
  27. Fireboyev says:
    2 years ago

    er, what about the PNGDecoder class from slick util?

    Reply
  28. The Flair says:
    2 years ago

    why dont u just call import static org.lwjgl.opengl.GL13.*;
    or does it effect on memory?

    Reply
  29. lorenzo garcia says:
    2 years ago

    I tried to make the skybox size to 1000 and what happens is when i try to look above the sides of the skybox seems to have triangular wholes?

    Reply
  30. lorenzo garcia says:
    2 years ago

    why not skydome?

    Reply
  31. Donkas says:
    2 years ago

    I'm just wondering that the fog distance should be calculate from the player instead of the camera. Therefore, zoom in and out won't change visible area.

    Reply
  32. LapisSea says:
    2 years ago

    Hey, I just wanted to say thanks with this for teaching me so much:
    i.imgur dot com/tInCooh.png
    <3

    Reply
  33. Singular Healer says:
    2 years ago

    My skybox will only render as a 2d plane

    Reply
  34. Rui Lourenço says:
    2 years ago

    In the Loader method I keep getting a problem with the Format.RGBA constant. >.< it can find one but it expects another.

    Reply
  35. CookingAndJava says:
    2 years ago

    my skybox is upside down, and all the vertex positions are not correct!

    Reply
  36. Thomas Köhler says:
    2 years ago

    Sorry to bother you with this 2 years after upload but i cant get that Skybox working … it's just not rendering to the screen :/ And I can't find the error I made even after looking your vid about 5 times D: Do you coincidentally have the code for this episode so I can copy it ? ^^'

    Reply
  37. iani_3d says:
    2 years ago

    your skybox is 500 in size, but in your shader you assign vertices to texcoords, isn't that a bit dangerous? because as I know texcoords goes from 0 to 1 (in this particular case from -1 to 1). Wouldn't be correct to have texcoords buffer attribute separately (exclusively in the range of -1…1) ?

    Reply
  38. StormWolf01 says:
    2 years ago

    Thanks for these tutorials. I'd rather build my own engine than use someone else's. I just want to understand all the details, and i feel that using some other already complete engine won't get me there.

    Reply
  39. Sergey Klassen says:
    2 years ago

    Exception in thread "main" java.lang.IllegalArgumentException: Number of remaining buffer elements is 1051648, must be at least 4194304. Because at most 4194304 elements can be returned, a buffer with at least 4194304 elements is required, regardless of actual returned element count
    at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162)
    at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189)
    at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230)
    at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2855)
    at renderEngine.Loader.loadCubeMap(Loader.java:92)
    at skybox.SkyboxRenderer.<init>(SkyboxRenderer.java:69)
    at renderEngine.MasterRenderer.<init>(MasterRenderer.java:51)
    at engineTester.MainGameLoop.main(MainGameLoop.java:100)

    Reply
  40. Matthew Gefaller says:
    2 years ago

    I spent a good couple of hours tracking down my issue of the Skybox not being drawn. Eventually I figured out that the first thing I needed to do in the SkyboxRenderer class's Render method was disable backface culling. Then the last thing before leaving the method was re-enable backface culling.

    Reply
  41. Ross B says:
    2 years ago

    why do you set a skybox size when you can just disable the GL_DEPTH_TEST

    Reply
  42. Technosis says:
    2 years ago

    There is a problem with the skybox code in dropbox. When I them it says "We can't find the page your looking for". Could someone please put the code in the comments?

    Reply
  43. Stany Miles says:
    2 years ago

    In Loader class the mothod i've copied from your link

    decoder.decode(buffer, width * 4, Format.RGBA);

    This Format.RGBA is not working. showing red.
    saying Wrond 3d argument type

    Reply
  44. IceRise says:
    2 years ago

    Sky skybox isnt a box and is textures completly wrong: http://imgur.com/a/Ct9PC

    Here my code:
    public int loadCubeMap(String[] textureFiles) {
    int texID = GL11.glGenTextures();
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texID);

    for(int i = 0; i < textureFiles.length; i++) {
    TextureData data = decodeTextureFile("res/skybox/cloud/" + textureFiles[i] + ".png");
    GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, data.getBuffer());
    }
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
    textures.add(texID);
    return texID;
    }

    SkyBoxRenderer:
    private static String[] TEXTURE_FILES = { "right", "left", "top", "bottom", "back", "front" };
    private RawModel cube;
    private int texture;
    private SkyboxShader shader;

    public SkyboxRenderer(Loader loader, Matrix4f projectionMatrix) {
    cube = loader.loadToVAO(VERTICES, 3);
    texture = loader.loadCubeMap(TEXTURE_FILES);
    shader = new SkyboxShader();
    shader.start();
    shader.loadProjectionMatrix(projectionMatrix);
    shader.stop();
    }

    public void render(Camera camera) {
    shader.start();
    shader.loadViewMatrix(camera);
    GL30.glBindVertexArray(cube.getVaoID());
    GL20.glEnableVertexAttribArray(0);
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount());
    GL20.glDisableVertexAttribArray(0);
    GL30.glBindVertexArray(0);
    shader.stop();
    }

    Reply
  45. Some Random Fellow says:
    2 years ago

    It seems as if only the front half of my skybox is rendering. The other half is just the regular sky color. Any ideas why?

    EDIT: I found the problem. In the render method of my SkyboxRenderer, in the 7th line, I had cube.getVaoID() instead of cube.getVertexCount(). I am such a dummy

    Reply
  46. Some Random Fellow says:
    2 years ago

    I find it mildly amusing that the skybox coordinates take up a kilobyte

    Reply

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