@Bri_G Heres code that will use a sky box. I didn’t pull one in, but they can be found if you search for sky box. I created my own skybox shape.
displayMode(FULLSCREEN)
function setup()
rectMode(CORNER)
noSmooth()
img=image(400,300)
setContext(img)
background(0, 0, 0, 255)
for x=0,3 do
fill(math.random(255),math.random(255),math.random(255))
rect(x*100,1*100,100,100)
end
fill(math.random(255),math.random(255),math.random(255))
rect(100,0,100,100)
fill(math.random(255),math.random(255),math.random(255))
rect(100,200,100,100)
fill(255)
text("front",150,150)
text("left",50,150)
text("right",250,150)
text("back",350,150)
text("top",150,250)
text("bottom",150,50)
setContext()
assert(OrbitViewer, "Please include Cameras (not Camera) as a dependency")
scene = craft.scene()
v=scene.camera:add(OrbitViewer, vec3(0,0,0), 60, 0, 200)
createCube()
end
function createCube()
ww=scene:entity()
ww.position=vec3(0,-7,0)
ww.model = craft.model.cube(vec3(10,10,10))
ww.material = craft.material("Materials:Standard")
ww.material.map = img
ww.model.uvs=
{ vec2(0,2/3),vec2(1/4,2/3),vec2(1/4,1/3),vec2(0,1/3),
vec2(3/4,2/3),vec2(1,2/3),vec2(1,1/3),vec2(3/4,1/3),
vec2(1/2,2/3),vec2(3/4,2/3),vec2(3/4,1/3),vec2(1/2,1/3),
vec2(1/4,2/3),vec2(1/2,2/3),vec2(1/2,1/3),vec2(1/4,1/3),
vec2(1/4,1),vec2(1/2,1),vec2(1/2,2/3),vec2(1/4,2/3),
vec2(1/2,0),vec2(1/4,0),vec2(1/4,1/3),vec2(1/2,1/3) }
end
function draw()
update(DeltaTime)
scene:draw()
sprite(img,WIDTH/2,HEIGHT-200)
end
function update(dt)
scene:update(dt)
end