POV-Ray : Newsgroups : povray.general : Rendering texture for use in SkySphere : Re: Rendering texture for use in SkySphere Server Time
5 Nov 2024 09:24:32 EST (-0500)
  Re: Rendering texture for use in SkySphere  
From: Warp
Date: 14 May 2003 21:24:13
Message: <3ec2ec3d@news.povray.org>
Xilo Musimene <xil### [at] hotpopcom> wrote:
>>             glTexCoord2d(double(hInd)/(steps*2), vTexCoord1);

> It seems to me that you build a sphere correctly, but map the image like 
> if the sphere were a cylinder, there is no sin, cos, etc.. in your 
> glTexCoord2d() statement...

  It's as it should be. The spherical projection works this way. When
using the spherical projection, the image is evenly spaced on the surface
of the sphere in the longitudinal (ie. vertical) direction. Thus the
uv-coordinates have to be evenly spaced as well.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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