Originally posted by Nico
about the distorsion, increasing the polycount of the skybox sphere should help, too.
yes and no
I'm using a sphere of ~560 triangles, and I can't see many differences compared to a sphere of more than 1k triangles
BUT I can see many differences compared to a sphere of like 120 triangles.
Also the uvmapping is important.
All the ppl doing skyboxes (and me too) worked with cubic uvmaps, which means 6 sections. While planar is good 90% of the times, with curved meshes it creates some warping at the edges of the mapped area, caused by the texture being projected to the polys from a different direction than the polys normal....well I may be not completely clear but I think you already know what I'm talking about:)
I finally was able to use spheric uvmaps in a way that satisfied me, and the warpings disappeared almost completely, except for those caused by the FOV.