I prefer the marble look...this is what I've made so far the texture is below...now I need to find the atmosphere texture!
#include "DarkGDK.h"
void DarkGDK ( void )
{
if (dbCheckDisplayMode(800,600,32)==1)
dbSetDisplayMode (800,600,32);
dbAutoCamOff();
dbSetAmbientLight(50);
dbSyncOn();
dbSyncRate(60);
dbHideMouse();
dbSetGlobalCollisionOff();
dbBackdropOn();
dbColorBackdrop(0);
dbRandomize(dbTimer());
dbLoadImage("texturesearthmap.jpg", 1,1);
dbMakeObjectSphere(1,64,100,100);
dbTextureObject(1,0,1);
dbSetObjectSpecular(1,dbRGB(255,255,255));
dbSetObjectAmbience (1, dbRgb(255,255,255));
dbSetObjectDiffuse(1, dbRgb(255,255,255));
dbSetObjectEmissive(1, dbRgb(5,5,5));
dbSetObjectSpecular (1,20);
dbSetObjectFilter(1,2);
dbMakeObjectSphere(2,65,100,100);
//dbTextureObject(2,0,2);
dbGhostObjectOn(2);
dbSetObjectSpecular(2,dbRGB(255,255,255));
dbSetObjectSpecular (2, 50 );
dbSetObjectFilter(2,2);
dbHideLight ( 0 );
dbMakeLight(1);
dbSetLightRange(1,5000);
dbColorLight(1,dbRGB(255,255,255) );
dbPositionLight (1,80.0f,0.0f,5.0f);
dbSetSpotLight(1,360.0f,0.0f);
//dbSetLightToObjectPosition (1, 2);
float zoom=90.0f;
float cameraX=-45.0f;
dbYRotateObject(1,-163.0f);
while (LoopGDK() )
{
dbSetCursor(0,0);
dbPrint("Press ESCAPE to exit");
dbPrint ((float) dbScreenFPS());
dbPrint((float) cameraX);
dbPrint((float) dbObjectAngleY(1));
dbPrint((float) zoom);
dbPositionCamera(dbObjectPositionX(1),dbObjectPositionY(1),dbObjectPositionZ(1)+zoom);
dbPointCamera(0.0f,0.0f,0.0f);
dbPositionLight (1, dbSin(cameraX)*zoom +dbObjectPositionX(1),0.0f,dbCos(cameraX)*zoom+dbObjectPositionZ(1));
dbSetLightToObjectPosition (1,2);
if(dbLeftKey()==1)
cameraX+=.75f;
if(dbRightKey()==1)
cameraX-=.75f;
if(strcmp(dbInKey(),"a")==0)
dbYRotateObject(1,dbWrapValue(dbObjectAngleY(1)+.75f));
if(strcmp(dbInKey(),"d")==0)
dbYRotateObject(1,dbWrapValue(dbObjectAngleY(1)-.75f));
if(strcmp(dbInKey(),"w")==0)
zoom+=.25f;
if(strcmp(dbInKey(),"s")==0)
zoom-=.25f;
dbSync();
}
}
EDIT: Found in the forum a normal map generator