   Quick question about Sky Domes
  When rendering a sky dome (or alike) in any version of DirectX, what should the  projection matrix be? The same as the project the sky dome is in, or different? If it's different then what would be the parameters?[Edited by - digital_phantom on June 18, 2006 7:08:38 AM]
  I believe the projection matrix should just stay the same. You usually change the world matrix so that the dome moves with your camera, giving the illusion of an "infinite" sky, but the projection matrix should be the same as everything else.   ;  Thanks, I already know about the changing the world matrix, which is what I've been doing, I just don't have that good experience with projection matrices so I don't know if I'm using the correct settings or not.This is my current projection matrix:D3DXMatrixPerspectiveFovLH(projMatrix, PI / 4, 1.0, 1.0, 3000.0)which as follows, the second parameter is FovY, I've been using PI / 4 for a very long time of which I saw on a tutorial, a sky dome example I saw is using 45.0.Next one is the aspect ratio, I'm using 1.0, which that example used (screen_width / screen_height), next one is ZNear, which can either be 1.0 or 0.1, doesn't matter for the sky dome since it's always out in a distance. lol. and then the last one zfar, which I have by default set to 3000, but for my skydome it's set to it's diameter in little extra to make sure it's always visible.   