3D skybox entities and models not rendered in skybox pass #13

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opened 2026-03-17 00:51:57 +00:00 by kit · 1 comment
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Entities and models positioned in the 3D skybox area (near sky_camera) are not being rendered in the skybox render pass (layer 2). They either appear at their raw position in the main world pass or are invisible.

Current state

  • BSP geometry is correctly split between main world (layer 0) and 3D skybox (layer 2) using a proximity check to sky_camera
  • Scene manager has _isInSkybox() check and adds entities to sky3DGroup when detected
  • However, the skybox area entities (like func_brush, props placed in the skybox) may not be correctly detected or rendered

What needs to be verified/fixed

  • Confirm _isInSkybox() threshold (3000 units) is sufficient for all maps
  • Ensure entities added to sky3DGroup inherit the correct scale and layer
  • Static props in the skybox area (if streamed) need the same treatment
  • Some skybox entities may have brush models (*N) embedded in the BSP — these need special handling since the brush geometry is already part of the sky3DGroup

Relates to

  • #4 (BSP rendering — skybox geometry handling)
  • #5 (asset rendering — model rendering in skybox context)
Entities and models positioned in the 3D skybox area (near `sky_camera`) are not being rendered in the skybox render pass (layer 2). They either appear at their raw position in the main world pass or are invisible. ## Current state - BSP geometry is correctly split between main world (layer 0) and 3D skybox (layer 2) using a proximity check to `sky_camera` - Scene manager has `_isInSkybox()` check and adds entities to `sky3DGroup` when detected - However, the skybox area entities (like `func_brush`, props placed in the skybox) may not be correctly detected or rendered ## What needs to be verified/fixed - Confirm `_isInSkybox()` threshold (3000 units) is sufficient for all maps - Ensure entities added to `sky3DGroup` inherit the correct scale and layer - Static props in the skybox area (if streamed) need the same treatment - Some skybox entities may have brush models (`*N`) embedded in the BSP — these need special handling since the brush geometry is already part of the sky3DGroup ## Relates to - #4 (BSP rendering — skybox geometry handling) - #5 (asset rendering — model rendering in skybox context)
Author
Owner

The 3D skybox infrastructure is in place from the BSP work (#4 / PR #7) — sky3DGroup exists and entities are detected via proximity to sky_camera. This issue tracks the remaining problem where models/entities in the skybox area aren't rendering correctly in the skybox pass (layer 2).

The 3D skybox infrastructure is in place from the BSP work (#4 / PR #7) — `sky3DGroup` exists and entities are detected via proximity to `sky_camera`. This issue tracks the remaining problem where models/entities in the skybox area aren't rendering correctly in the skybox pass (layer 2).
kit closed this issue 2026-03-19 11:39:15 +00:00
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kit/gmod-web-stream#13
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