Inverting the normals of a sphere threejs example
As of late I have been editing some of my older threejs content and have got around to my post on cube textures which in turn put me in the direction of exploring this topic and related subjects and alternatives. The process of just adding a cube texture to a scene is one thing, but the process of creating textures to use with a cube texture is a whole other matter. Thus far I have not found a sound way to go about creating these kinds of textures from a resource image because doing so is a little involved, and I have a lot of pots boiling on top of this that makes me want to look for a kind of simple place holder solution for now. There are a lot of issues that come up when trying to make one of these cube textures, for one thing I need to start with a texture that is seamless in all directions, and on top of that I need to have a way to mutate the state of the texture so that it does not look like I am in inside a cube.
While I look into the subject of making these kinds of textures the thought occurred that there should be more than one way to go about doing this sort of thing, such as just having a sphere and inverting the normals attribute so that the front side of the sphere is the inside of the sphere. Then there is making a texture to use with the inner surface of this sphere, and making all of this part of a DAE file that I can then just load, scale up as needed, and have fixed at the center of the scene object. I can then have a situation in which the camera and all additional objects of interest are inside this kind of sky sphere, and I can then just draw on the surface of this sphere as a way to create a kind of background for one or more over all projects. This is then a post on a threejs example in which I am doing this as an alternative way of making a kind of cube texture.