Yeah Jeff
I'd thought about doing that also, using a slightly larger dome like I'm building for the sky instead of a sphere, then mapping a section of long bitmap onto it. This could be loaded to calculate the section required grabed and unloaded before the level as the starmap isn't going to change that much in one session. i.e 20 to 30 degree's not a full 360 rotation.
I've managed to get my main dome constructed, but due to scaleing, it suffers from clipping and missing polygons. I don't know why the camera range is set from 0 to twice the maximum radius.
I've also used a sweet little function to do a gradient on the dome giving a rather nice pink Nadir effect.
Rem AR# = 6393Km Atmospheric Radius
Rem GR# = Radius of Sea Plain
Rem XA# and ZA# are the X and Z Coordinates
Rem G(X,Z).C is the grid I stick my values into
Rem this calculates distance from center to maximum radius
M#=ATanFull(Sqrt(GR#^2+GR#^2),AR#)
Rem this calculates distance of grid point and scales it 0-64
A#=(ATanFull(Sqrt(XA#^2+ZA#^2),AR#)/M#)*64
Rem this calculates the colour value and stores it in grid
G(X,Z).C = RGB(191+A#,223-A#,255-(A#*2))
My temporary Sea plain is also fighting for Z-Order at the corners. I'll fix this with a circular plain as planned.
I see the f#ck-up fairy has struck again..
