Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

Arrow left icon
Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Building skyboxes within the Reach profile


What would a world, virtual or otherwise, be without a sky?

In this section, we'll be adding a sky to our scene with the rather simplistic method of wrapping the world in a box, and "painting" the inside of the box to make it look like the world around us, as demonstrated in the following screenshot:

Getting ready

This recipe requires a skybox texture, as shown in the following:

The exact orientation and position of the panels for each direction isn't important, although you will need to adjust the coordinates specified in step 4 of the following recipe to match your particular skybox texture.

How to do it...

To render a skybox within the Reach profile:

  1. 1. Add a collection of helper methods to convert the given corner of a texture coordinate measured in pixels into the ratio, from zero to one, that the graphics infrastructure prefers to deal with:

    private static Vector2 ScaledLeft(
    Rectangle portion, Rectangle whole)
    {
    return Vector2.UnitX * portion...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image