I’m trying to create a SkyDome for my world. I’m setting the position/vertices through the materials shader.
So first, the variable bTreatAsBackgroundForOcclusion wont take effect, unless I’m not understanding it properly. The description sounds like its what I want, to have the culling ignored so it will render no matter where I’m at or what direction I’m looking at…
Then, isn’t it somehow possible to render the SkyDome behind everything, including the atmospheric fog? How can this engine not have a simple feature like a SkyDome?