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Example of implementation of dynamic procedural sky.

Based on:

  • R. Perez, R. Seals, and J. Michalsky."An All-Weather Model for Sky Luminance Distribution". Solar Energy, Volume 50, Number 3 (March 1993), pp. 235–245.
  • A. J. Preetham, Peter Shirley, and Brian Smits. "A Practical Analytic Model for Daylight", Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999, pp. 91–100.
  • Game Engine Gems, Volume One, chapter 15, 16

How to build:

  1. After cloning the repository do:
git submodule update --init
  1. Run <action> (generate.bat <action> on windows if no mingw). Where action one of: gmake/vs2013/vs2015/xcode4, for more options read documentation for
  2. Build project from the generated projects files in projects folder.

There is no need to run since there is already prebuld runtime data. If you want to build it, you will have to build bgfx's tools first.


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