Skyboxes (-spheres) like cubemaps are correct only in one single point of space like you have noticed. The "right" way to do skyboxes for games is to have a tiny (like 1m*1m*1m) skybox attached to the camera (position only, NO rotations!) and render that first using EntityOrder, before anything else. That way you are always in the center point and don't have to sacrifice z-buffer accuracy (unnecessary big CameraRange) because of big skybox.
skydome - realistic?
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