aardwolf wrote:Yes, exactly, it's a skybox onthe inside of a sphere, so the milkyway texture should be of the same kind as the planet textures (where the poles are stretched out).
When I say "skybox", I am meaning a sky environment implemented in a separate box/mesh of any shape that is seen as a backdrop by the players from the main level (where actual action is happening) through transparent /fake backdrops/ ceiling (or walls and floor).
In Celestia, for example, you can't have a separate "skybox". To achieve the backdrop effect you have to put a huge sphere let say around a star or cluster of stars with a texture mapped on to the inner side. Action is happening /inside/ the sphere, not in a separate "level". This means huge mesh, huge texture(s) and inefficient use of resources.
The separate skybox (by the way it can be any kind of environment and not only sky, such as mountains, caves, inside of a volcano, etc.) is much more flexible and efficient.
This was the meaning of my question. Just curious about the technique you are using.
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