70 reputation
5
bio website davidsabata.cz/+
location Czech Republic
age
visits member for 1 year, 7 months
seen Dec 5 '13 at 11:08

Mar
15
awarded  Teacher
Mar
14
revised Tiled map seen from an angle
add illustration image
Mar
14
answered Tiled map seen from an angle
Mar
10
answered How can SpriteBatch use a single texture/asset as multiple independent objects/instances
Mar
10
awarded  Editor
Mar
10
accepted Calculating transform of arrow model pointing at some point in 3D space
Mar
10
revised Calculating transform of arrow model pointing at some point in 3D space
solution code
Mar
5
asked Calculating transform of arrow model pointing at some point in 3D space
Oct
20
awarded  Supporter
Sep
11
awarded  Scholar
Sep
11
accepted How to visually “connect” skybox edges with terrain model
Sep
11
comment How to visually “connect” skybox edges with terrain model
I ended up moving far plane further away (at the cost of depth buffer precision) which covers the gap quite well. To make it perfect I also used very light fog (which can be done on ES, but is not built-in) to hide the smallest details. If I run in any more skybox issues then I'll probably just limit the max altitude. Anyway I'm marking your post as an answer, as it seems best for me. Although it is only a part-solution, it's probably the simplest way to go :)
Sep
7
comment How to visually “connect” skybox edges with terrain model
The fog sounds OK, I guess I could tone it so it doesn't look like some scary horror fog, but rather a light mist in the distance. But what I am concerned about is performance. I tagged the question as OpenGL ES 2 which means no built-in fog. Wouldn't it be too computation heavy to render such fog? I think @marcks-thomas 's solution would give better performance, wouldn't it?
Sep
6
awarded  Student
Sep
6
asked How to visually “connect” skybox edges with terrain model