# Skybox Print3D

**URL:** https://forums.imgtec.com/t/skybox-print3d/898
**Category:** PowerVR Insider
**Created:** [November 8, 2010, 10:04am UTC](https://forums.imgtec.com/t/skybox-print3d/898 "2010-11-08T10:04:51Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![alvalea](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/alvalea/32/81_2.png) [@alvalea](https://forums.imgtec.com/u/alvalea)
#### Post date: [November 8, 2010, 10:04am UTC](https://forums.imgtec.com/t/skybox-print3d/898/1 "2010-11-08T10:04:51Z")

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Hi,  
  
  
  
  
  
I was playing with the SkyBox2 demo and I realized that if I comment the m\_Print3D.Flush() statement, the skybox is not showed. Tough the ballon is still visible.  
  
  
Is there any dependence between cube\_map textures and Print3D class?

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### Author: ![JoeDavis](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/joedavis/32/71_2.png) [@JoeDavis](https://forums.imgtec.com/u/JoeDavis)
#### Post date: [November 8, 2010, 10:31am UTC](https://forums.imgtec.com/t/skybox-print3d/898/2 "2010-11-08T10:31:18Z")

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Print3D sets a number of render states so that its draw calls execute correctly, but does not return them to their previous state afterwards. It sounds like the skybox render relies on one of these render states to be set. As the source code for our tools is provided in the SDK, it should be very straight forward to look though the Print3D code and determine which render state the skybox relies on 🙂

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### Author: ![alvalea](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/alvalea/32/81_2.png) [@alvalea](https://forums.imgtec.com/u/alvalea)
#### Post date: [November 8, 2010, 10:48am UTC](https://forums.imgtec.com/t/skybox-print3d/898/3 "2010-11-08T10:48:23Z")

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Ok, thanks. I’ll take a look on it 🙂
