After looking at the manual, it looks like gamestudio renders the sky after all solid entities, which does have the advantage of less/no overdraw for the sky.
So in your case you may just want to disable writing to the depth buffer for the sky and render it with a kinda small radius.

Code:
technique tMain
{
	pass 
	{
		ZEnable = true;
		ZWriteEnable = false;
		VertexShader = compile vs_3_0 VS(); 
		PixelShader = compile ps_3_0 PS();
	}
}


and just use a radius of 1 or whatever you want. It should work just fine, unless I am messing things up...

And no, I have no idea if there are any tutorials about this.

Edit: That´s only if you want the sky to behave the same as a gamestudio sky cube. But then you also have to move it with the camera (what you already do), or make the shader ignore the translations.

Last edited by Slin; 12/18/13 18:07.