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  1. POProcedural / Dynamic colouring of a skybox in OpenGL
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    <p>I have been developing an application that needs to render a procedural sky, what I mean by this is that the <em>sky</em> has a day night cycle that changes depending on what time it is within the simulation.</p> <p>I have seen a method somewhere in the past where they have a <em>colormap</em> sush as this: <img src="https://i.stack.imgur.com/KKYHW.png" alt="enter image description here"><img src="https://i.stack.imgur.com/8UAww.png" alt="enter image description here"></p> <p>Now depending on some variable, such as time, somehow the code scans over the image and uses a range of colors for the texture of the sky. Also during <em>sunrise / sunset</em> the code will scan to a yellow,orange,red color as on the right.</p> <p>I'm not sure what this is called but I think that it is what I'm after. I would love if anyone would show me or point me to an example of using this technique with opengl and C++.</p> <p>On a side note my <em>skybox</em> is not your average shape its more of a <em>sky-right-angle</em> as below <img src="https://i.stack.imgur.com/stWHl.png" alt="enter image description here"></p> <p>As you can see there is no <em>top</em> to the <em>sky-right-angle</em> it is only the two blue sides that you see that will have the sky rendered (Black is the BG). I was wondering if there was any way that I could render a procedural/dynamic night-day sky on these two plains (without the seam being noticeable between them also) and as a side question also have it so the top of the plains fade out to alpha no matter it its <em>night</em> or <em>day</em></p> <p>Any explanation/example on how to <em>scan a colormap then set it as a texture in OpenGL / C++</em> is greatly appreciated.</p>
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