diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h
index e0507bc7083f9f54cebe7b3ab6952fa5a932ee03..e2fa90eb035de94d0b5ad7d81de624ed0fbe4341 100644
--- a/src/hardware/hw_drv.h
+++ b/src/hardware/hw_drv.h
@@ -47,7 +47,6 @@ EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal, RGBA_t *pgamma);
 EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
 EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
 EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
-EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
 EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags);
 EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat *ClearColor);
 EXPORT void HWRAPI(SetTexture) (FTextureInfo *TexInfo);
@@ -90,7 +89,6 @@ struct hwdriver_s
 	FinishUpdate        pfnFinishUpdate;
 	Draw2DLine          pfnDraw2DLine;
 	DrawPolygon         pfnDrawPolygon;
-	RenderSkyDome       pfnRenderSkyDome;
 	SetBlend            pfnSetBlend;
 	ClearBuffer         pfnClearBuffer;
 	SetTexture          pfnSetTexture;
diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index 6d3e6c8ceef6e7e73d1a24c59a394c0ec822f70d..4a075d376bf232dfa8c4e452a7cfbb3f7d206ec2 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -5869,122 +5869,86 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
 // ==========================================================================
 //
 // ==========================================================================
-static void HWR_DrawSkyBackground(player_t *player)
+static void HWR_DrawSkyBackground(void)
 {
-	if (cv_grskydome.value)
-	{
-		FTransform transform;
-		const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
-		postimg_t *type;
-
-		if (splitscreen && player == &players[secondarydisplayplayer])
-			type = &postimgtype2;
-		else
-			type = &postimgtype;
+	FOutVector v[4];
+	angle_t angle;
+	float dimensionmultiply;
+	float aspectratio;
+	float angleturn;
 
-		memset(&transform, 0x00, sizeof(FTransform));
-
-		//04/01/2000: Hurdler: added for T&L
-		//                     It should replace all other gr_viewxxx when finished
-		transform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
-		transform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
-
-		if (*type == postimg_flip)
-			transform.flip = true;
-		else
-			transform.flip = false;
-
-		transform.scalex = 1;
-		transform.scaley = (float)vid.width/vid.height;
-		transform.scalez = 1;
-		transform.fovxangle = fpov; // Tails
-		transform.fovyangle = fpov; // Tails
-		transform.splitscreen = splitscreen;
-
-		HWR_GetTexture(texturetranslation[skytexture]);
-		HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, transform);
-	}
-	else
-	{
-		FOutVector v[4];
-		angle_t angle;
-		float dimensionmultiply;
-		float aspectratio;
-		float angleturn;
+	HWR_GetTexture(texturetranslation[skytexture]);
+	aspectratio = (float)vid.width/(float)vid.height;
 
-		HWR_GetTexture(texturetranslation[skytexture]);
-		aspectratio = (float)vid.width/(float)vid.height;
+	//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
+	//         because it's called just after clearing the screen
+	//         and thus, the near clipping plane is set to 3.99
+	// Sryder: Just use the near clipping plane value then
 
-		//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
-		//         because it's called just after clearing the screen
-		//         and thus, the near clipping plane is set to 3.99
-		// Sryder: Just use the near clipping plane value then
-
-		//  3--2
-		//  | /|
-		//  |/ |
-		//  0--1
-		v[0].x = v[3].x = -ZCLIP_PLANE-1;
-		v[1].x = v[2].x =  ZCLIP_PLANE+1;
-		v[0].y = v[1].y = -ZCLIP_PLANE-1;
-		v[2].y = v[3].y =  ZCLIP_PLANE+1;
-
-		v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
+	//  3--2
+	//  | /|
+	//  |/ |
+	//  0--1
+	v[0].x = v[3].x = -ZCLIP_PLANE-1;
+	v[1].x = v[2].x =  ZCLIP_PLANE+1;
+	v[0].y = v[1].y = -ZCLIP_PLANE-1;
+	v[2].y = v[3].y =  ZCLIP_PLANE+1;
 
-		// X
+	v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
 
-		// NOTE: This doesn't work right with texture widths greater than 1024
-		// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
-		// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
+	// X
 
-		angle = (dup_viewangle + gr_xtoviewangle[0]);
+	// NOTE: This doesn't work right with texture widths greater than 1024
+	// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
+	// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
 
-		dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
+	angle = (dup_viewangle + gr_xtoviewangle[0]);
 
-		v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
-		v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
-		// use +angle and -1.0f above instead if you wanted old backwards behavior
+	dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
 
-		// Y
-		angle = aimingangle;
-		dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
+	v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
+	v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
+	// use +angle and -1.0f above instead if you wanted old backwards behavior
 
-		if (splitscreen)
-		{
-			dimensionmultiply *= 2;
-			angle *= 2;
-		}
+	// Y
+	angle = aimingangle;
+	dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
 
-		// Middle of the sky should always be at angle 0
-		// need to keep correct aspect ratio with X
-		if (atransform.flip)
-		{
-			// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
-			v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
-			v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
-		}
-		else
-		{
-			v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
-			v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
-		}
+	if (splitscreen)
+	{
+		dimensionmultiply *= 2;
+		angle *= 2;
+	}
 
-		angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
+	// Middle of the sky should always be at angle 0
+	// need to keep correct aspect ratio with X
+	if (atransform.flip)
+	{
+		// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
+		v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
+		v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
+	}
+	else
+	{
+		v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
+		v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
+	}
 
-		if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
-		{
-			angle = InvAngle(angle);
-			v[3].tow = v[2].tow += ((float) angle / angleturn);
-			v[0].tow = v[1].tow += ((float) angle / angleturn);
-		}
-		else
-		{
-			v[3].tow = v[2].tow -= ((float) angle / angleturn);
-			v[0].tow = v[1].tow -= ((float) angle / angleturn);
-		}
+	angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
 
-		HWD.pfnDrawPolygon(NULL, v, 4, 0);
+	if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
+	{
+		angle = InvAngle(angle);
+		v[3].tow = v[2].tow += ((float) angle / angleturn);
+		v[0].tow = v[1].tow += ((float) angle / angleturn);
 	}
+	else
+	{
+		v[3].tow = v[2].tow -= ((float) angle / angleturn);
+		v[0].tow = v[1].tow -= ((float) angle / angleturn);
+	}
+
+	HWD.pfnDrawPolygon(NULL, v, 4, 0);
 }
 
 
@@ -6136,7 +6100,7 @@ if (0)
 }
 
 	if (drawsky)
-		HWR_DrawSkyBackground(player);
+		HWR_DrawSkyBackground();
 
 	//Hurdler: it doesn't work in splitscreen mode
 	drawsky = splitscreen;
@@ -6353,7 +6317,7 @@ if (0)
 }
 
 	if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
-		HWR_DrawSkyBackground(player);
+		HWR_DrawSkyBackground();
 
 	//Hurdler: it doesn't work in splitscreen mode
 	drawsky = splitscreen;
diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h
index 31e97cc130fb9ce740194a704a8525905bdc0369..f8524990f9d6f3096150ae76e505400c5708cb8e 100644
--- a/src/hardware/hw_main.h
+++ b/src/hardware/hw_main.h
@@ -98,7 +98,6 @@ extern consvar_t cv_voodoocompatibility;
 extern consvar_t cv_grfovchange;
 extern consvar_t cv_grsolvetjoin;
 extern consvar_t cv_grspritebillboarding;
-extern consvar_t cv_grskydome;
 
 extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy;
 
diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c
index 2fe6741e20af4afe9b2d2e1400daeb1ced64464b..dfee19857cca3881adbd9dc123fd56b48aef7416 100644
--- a/src/hardware/r_opengl/r_opengl.c
+++ b/src/hardware/r_opengl/r_opengl.c
@@ -1427,232 +1427,6 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo  *pSurf,
 		Clamp2D(GL_TEXTURE_WRAP_T);
 }
 
-// PRBoom sky dome
-typedef struct vbo_vertex_s
-{
-	float x, y, z;
-	float u, v;
-	unsigned char r, g, b, a;
-} vbo_vertex_t;
-
-typedef struct
-{
-	int mode;
-	int vertexcount;
-	int vertexindex;
-	int use_texture;
-} GLSkyLoopDef;
-
-typedef struct
-{
-	int id;
-	int rows, columns;
-	int loopcount;
-	GLSkyLoopDef *loops;
-	vbo_vertex_t *data;
-} GLSkyVBO;
-
-// The texture offset to be applied to the texture coordinates in SkyVertex().
-static int rows, columns;
-static boolean yflip;
-static int texw, texh;
-static float yMult, yAdd;
-static boolean foglayer;
-static float delta = 0.0f;
-static int gl_sky_detail = 16;
-static INT32 lasttex = -1;
-
-static RGBA_t SkyColor;
-
-#define MAP_COEFF 128.0f
-#define MAP_SCALE (MAP_COEFF*(float)FRACUNIT)
-
-static void SkyVertex(vbo_vertex_t *vbo, int r, int c)
-{
-	static fixed_t scale = 10000 << FRACBITS;
-	static angle_t maxSideAngle = ANGLE_180 / 3;
-
-	angle_t topAngle = (angle_t)(c / (float)columns * ANGLE_MAX);
-	angle_t sideAngle = maxSideAngle * (rows - r) / rows;
-	fixed_t height = FINESINE(sideAngle>>ANGLETOFINESHIFT);
-	fixed_t realRadius = FixedMul(scale, FINECOSINE(sideAngle>>ANGLETOFINESHIFT));
-	fixed_t x = FixedMul(realRadius, FINECOSINE(topAngle>>ANGLETOFINESHIFT));
-	fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
-	fixed_t z = FixedMul(realRadius, FINESINE(topAngle>>ANGLETOFINESHIFT));
-	float timesRepeat;
-
-	timesRepeat = (short)(4 * (256.0f / texw));
-	if (timesRepeat == 0.0f)
-		timesRepeat = 1.0f;
-
-	if (!foglayer)
-	{
-		boolean flip = yflip;
-		vbo->r = 255;
-		vbo->g = 255;
-		vbo->b = 255;
-		vbo->a = (r == 0 ? 0 : 255);
-
-		// Flip Y coordinate anyway for the top part of the hemisphere
-		if (r <= 1)
-			flip = !flip;
-
-		// And the texture coordinates.
-		vbo->u = (-timesRepeat * c / (float)columns);
-		if (!flip)	// Flipped Y is for the lower hemisphere.
-			vbo->v = (r / (float)rows) * 1.f * yMult + yAdd;
-		else
-			vbo->v = ((rows-r)/(float)rows) * 1.f * yMult + yAdd;
-	}
-
-	// And finally the vertex.
-	vbo->x = (float)x/(float)MAP_SCALE;
-	vbo->y = (float)y/(float)MAP_SCALE + delta;
-	vbo->z = (float)z/(float)MAP_SCALE;
-}
-
-GLSkyVBO sky_vbo;
-
-static void gld_BuildSky(int row_count, int col_count)
-{
-	int c, r;
-	vbo_vertex_t *vertex_p;
-	int vertex_count = 2 * row_count * (col_count * 2 + 2) + col_count * 2;
-
-	GLSkyVBO *vbo = &sky_vbo;
-
-	if ((vbo->columns != col_count) || (vbo->rows != row_count))
-	{
-		free(vbo->loops);
-		free(vbo->data);
-		memset(vbo, 0, sizeof(&vbo));
-	}
-
-	if (!vbo->data)
-	{
-		memset(vbo, 0, sizeof(&vbo));
-		vbo->loops = malloc((row_count * 2 + 2) * sizeof(vbo->loops[0]));
-		// create vertex array
-		vbo->data = malloc(vertex_count * sizeof(vbo->data[0]));
-	}
-
-	vbo->columns = col_count;
-	vbo->rows = row_count;
-
-	vertex_p = &vbo->data[0];
-	vbo->loopcount = 0;
-
-	memset(&SkyColor, 0xFF, sizeof(SkyColor));
-
-	// Why not?
-	for (yflip = false; yflip <= true; yflip++)
-	{
-		vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_FAN;
-		vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
-		vbo->loops[vbo->loopcount].vertexcount = col_count;
-		vbo->loops[vbo->loopcount].use_texture = false;
-		vbo->loopcount++;
-
-		yAdd = 0.5f;
-		yMult = 1.0f;
-		/*if (yflip == 0)
-			SkyColor = &sky->CeilingSkyColor[vbo_idx];
-		else
-			SkyColor = &sky->FloorSkyColor[vbo_idx];*/
-
-		delta = 0.0f;
-		foglayer = true;
-		for (c = 0; c < col_count; c++)
-		{
-			SkyVertex(vertex_p, 1, c);
-			vertex_p->r = SkyColor.s.red;
-			vertex_p->g = SkyColor.s.green;
-			vertex_p->b = SkyColor.s.blue;
-			vertex_p->a = 255;
-			vertex_p++;
-		}
-		foglayer = false;
-
-		delta = (yflip ? 5.0f : -5.0f) / MAP_COEFF;
-
-		for (r = 0; r < row_count; r++)
-		{
-			vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_STRIP;
-			vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
-			vbo->loops[vbo->loopcount].vertexcount = 2 * col_count + 2;
-			vbo->loops[vbo->loopcount].use_texture = true; //(r > 1) ? true : false;
-			vbo->loopcount++;
-
-			for (c = 0; c <= col_count; c++)
-			{
-				SkyVertex(vertex_p++, r + (yflip ? 1 : 0), (c ? c : 0));
-				SkyVertex(vertex_p++, r + (yflip ? 0 : 1), (c ? c : 0));
-			}
-		}
-	}
-}
-
-static void RenderDomeForReal(INT32 skytexture)
-{
-	int i, j;
-	GLSkyVBO *vbo = &sky_vbo;
-
-	pglRotatef(270.f, 0.f, 1.f, 0.f);
-
-	rows = 4;
-	columns = 4 * gl_sky_detail;
-
-	if (lasttex != skytexture)
-	{
-		lasttex = skytexture;
-		gld_BuildSky(rows, columns);
-	}
-
-	pglScalef(1.0f, (float)texh / 230.0f, 1.0f);
-
-	for (j = 0; j < 2; j++)
-	{
-		for (i = 0; i < vbo->loopcount; i++)
-		{
-			GLSkyLoopDef *loop = &vbo->loops[i];
-
-			if (j == 0 ? loop->use_texture : !loop->use_texture)
-				continue;
-			else
-			{
-				int k;
-				pglBegin(loop->mode);
-				for (k = loop->vertexindex; k < (loop->vertexindex + loop->vertexcount); k++)
-				{
-					vbo_vertex_t *v = &vbo->data[k];
-					if (loop->use_texture)
-						pglTexCoord2f(v->u, v->v);
-					pglColor4f(v->r, v->g, v->b, v->a);
-					pglVertex3f(v->x, v->y, v->z);
-				}
-				pglEnd();
-			}
-		}
-	}
-
-	pglScalef(1.0f, 1.0f, 1.0f);
-
-	// current color is undefined after glDrawArrays
-	pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
-}
-
-EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform)
-{
-	SetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
-	SetTransform(&transform);
-
-	texw = texture_width;
-	texh = texture_height;
-	RenderDomeForReal(tex);
-
-	// HWR_DrawSkyBackground left no blend flags after rendering the sky
-	SetBlend(0);
-}
 
 // ==========================================================================
 //
diff --git a/src/r_main.c b/src/r_main.c
index 5135e57cef7f456094925c0f59c32a8b1cbb8c92..db351e9911dc45675f0168b818890dede6fbab93 100644
--- a/src/r_main.c
+++ b/src/r_main.c
@@ -1215,7 +1215,6 @@ void R_RegisterEngineStuff(void)
 #endif
 	CV_RegisterVar(&cv_grmd2);
 	CV_RegisterVar(&cv_grspritebillboarding);
-	CV_RegisterVar(&cv_grskydome);
 #endif
 
 #ifdef HWRENDER
diff --git a/src/sdl/hwsym_sdl.c b/src/sdl/hwsym_sdl.c
index 103398405f1e98518b65157859f39a981836fca1..05ac6450e2267c0c08182775cece05eeaefabeab 100644
--- a/src/sdl/hwsym_sdl.c
+++ b/src/sdl/hwsym_sdl.c
@@ -79,7 +79,6 @@ void *hwSym(const char *funcName,void *handle)
 	GETFUNC(Init);
 	GETFUNC(Draw2DLine);
 	GETFUNC(DrawPolygon);
-	GETFUNC(RenderSkyDome);
 	GETFUNC(SetBlend);
 	GETFUNC(ClearBuffer);
 	GETFUNC(SetTexture);
diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c
index 2f8bfb40ae6d2c16828030dd6f495f3060acd7d0..2f5f1f68475a4f0e2783671c741debeebd9383b3 100644
--- a/src/sdl/i_video.c
+++ b/src/sdl/i_video.c
@@ -1499,7 +1499,6 @@ void I_StartupGraphics(void)
 		HWD.pfnFinishUpdate     = NULL;
 		HWD.pfnDraw2DLine       = hwSym("Draw2DLine",NULL);
 		HWD.pfnDrawPolygon      = hwSym("DrawPolygon",NULL);
-		HWD.pfnRenderSkyDome    = hwSym("RenderSkyDome",NULL);
 		HWD.pfnSetBlend         = hwSym("SetBlend",NULL);
 		HWD.pfnClearBuffer      = hwSym("ClearBuffer",NULL);
 		HWD.pfnSetTexture       = hwSym("SetTexture",NULL);
diff --git a/src/v_video.c b/src/v_video.c
index 7473001147bda0d95db5bcda274f42186655a21d..93fefdd97f8241752d3d2035248d133e9183da54 100644
--- a/src/v_video.c
+++ b/src/v_video.c
@@ -112,7 +112,6 @@ static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NUL
 // console variables in development
 consvar_t cv_grmd2 = {"gr_md2", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL};
 consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
-consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
 #endif
 
 // local copy of the palette for V_GetColor()
diff --git a/src/win32/win_dll.c b/src/win32/win_dll.c
index ce007af25fb4d3003d8ebeae33b363799779b879..71eda04371d4223dedcd5e193d8c27ed8cf0f70d 100644
--- a/src/win32/win_dll.c
+++ b/src/win32/win_dll.c
@@ -102,7 +102,6 @@ static loadfunc_t hwdFuncTable[] = {
 	{"FinishUpdate@4",      &hwdriver.pfnFinishUpdate},
 	{"Draw2DLine@12",       &hwdriver.pfnDraw2DLine},
 	{"DrawPolygon@16",      &hwdriver.pfnDrawPolygon},
-	{"RenderSkyDome@16",    &hwdriver.pfnRenderDome},
 	{"SetBlend@4",          &hwdriver.pfnSetBlend},
 	{"ClearBuffer@12",      &hwdriver.pfnClearBuffer},
 	{"SetTexture@4",        &hwdriver.pfnSetTexture},
@@ -134,7 +133,6 @@ static loadfunc_t hwdFuncTable[] = {
 	{"FinishUpdate",        &hwdriver.pfnFinishUpdate},
 	{"Draw2DLine",          &hwdriver.pfnDraw2DLine},
 	{"DrawPolygon",         &hwdriver.pfnDrawPolygon},
-	{"RenderSkyDome",       &hwdriver.pfnRenderDome},
 	{"SetBlend",            &hwdriver.pfnSetBlend},
 	{"ClearBuffer",         &hwdriver.pfnClearBuffer},
 	{"SetTexture",          &hwdriver.pfnSetTexture},