Dude, that’s not how it works.
We have placed pixels of the required resolution, from which we shoot a ray, if it does not hit something, we paint the pixel in the color of the sky
Dude, that’s not how it works.
We have placed pixels of the required resolution, from which we shoot a ray, if it does not hit something, we paint the pixel in the color of the sky
Probably little to none, as many things in scene (queued for render), would cause a problem like this.
Pointing the camera straight down to the baseplate (or another object that would fill up the entire screen with color data) would just cause all of this again.
Even so, this would make the skybox…not a skybox. Skyboxes are, at its core, 3D cubes with the faces inverted to face the center of the cube that follows the cameras position.
Both table.insert
and table.remove
shift items/elements if necessary.
local Array = {"A", "B", "C", "D"}
table.insert(Array, "E", 2) --The indices of items two through four are incremented by one.
--{"A", "E", "B", "C", "D"} --Item "E" inserted into array.
table.remove(Array, 3) --The indices of items four through five are decremented by one.
--{"A", "E", "C", "D"} --Item "B" removed from array.