Skyboxes and skyspheres are pretty much equivalent in the sense that you get the same kind of visual effect, that is, a nice background that seems to be at a great distance.
However, I usually recommend skybox for three reasons:
- Less polygons required
- Assuming you set up the projection matrices correctly, you cannot say that you are inside the box (if you are mistaken, you may see some distortion)
- Easier to display square Skybox images (one for each of the size directions)
As for the last point, it's pretty easy to set up the renderer to create even-image images that exactly match on the Skybox, creating a 90-degree field of view, for example. in POVRay you will use something like the following:
camera { right -x up y direction -z location 0 }
I usually use 1024 * 1024 or 2048 * 2048 square textures for this.
One of the good reasons I can think of using skysphere is that you use some kind of procedural texture approach that requires the generation of (approximately) points on a unit sphere. I think this is a rather special case, and it is unlikely to be necessary for most gaming applications.
mikera
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