Initially I made this for the ocean shader planar reflections demo which is still in making.
Here is BGE version of Simon Wallner’s sky implementation originally from 2002 GDC Presentation by Naty Hoffman and Arcot J. Preetham.
I added adaptive exposure control from scene luminance.
i waited 5 minutes and more … and nothing, still white screen … i try it on 2 PCs with ATI and NVIDIA and the same problem (run on 50-60FPS) … please, what is your Blender version? thanks and sorry my VERY bad english
I just tried this on my main Win 7 x64 box with a GTX 460 (and Blenders 2.60, 2.61 and 2.62)- the view remains white and does not fade away (probably due to the very low FPS). Look forward to optimisations (I so want to plug this into my racing game!).
If it was shader problem, then it should be all black. That means my luminance python script is not working. Here it is without HDR - http://dl.dropbox.com/u/11542084/preethamsky_terra_noHDR.blend
rendering terrain really slow stuff down, but sky itself is fast. You can use only the skybox for the game.
Crumpet - I think it is my old sky shader they use. At least it looks like it.
hello Simon!
As I have now my own (together with mokazon) Blender development branch, I will try to get your sky implementation hardcoded in BGE, so I might have a bunch of questions
I think this would be a beautiful Blender feature.