I'm trying to make skybox assigned to player camera. When camera moves(also skybox moves with it), texture get stretched. How to get rid of this?
Code:
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
var shader = THREE.ShaderUtils.lib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;
cubematerial = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
depthWrite: false,
side: THREE.BackSide
});
skyBox = new THREE.Mesh(new THREE.CubeGeometry(1000,1000,1000), cubematerial);
camera.add(skyBox);
So, after digging into Three.js examples, I found a way how to do this. http://learningthreejs.com/blog/2011/08/15/lets-do-a-sky/ is outdated. A way used in examples is to add skybox into second scene with fixed camera, and render both scenes. Look at webgl_materials_cars.html example.
Also because I use 3rd person camera assigned to character, I must get world rotation from character camera to skybox camera. This can be done on render with:
function render(){
<...>
skyboxCamera.rotation.setEulerFromRotationMatrix( new THREE.Matrix4().extractRotation( camera.matrixWorld ), skyboxCamera.eulerOrder );
renderer.render(skyboxScene, skyboxCamera);
renderer.render(scene, camera);
<...>
}