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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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