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by Markus » Wed May 18, 2011 3:11 pm
Thats odd, I recompiled it because I had some modifications myself. This is the actual result of the new code:
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Markus
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by Julio Jerez » Wed May 18, 2011 3:14 pm
Is this the latest code?
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Julio Jerez
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by Markus » Wed May 18, 2011 3:15 pm
Yes, I made a new checkout.
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by Julio Jerez » Wed May 18, 2011 3:15 pm
in teh last line do this
sphere[i].m_x = u;
sphere[i].m_y = v;
change to
sphere[i].m_x = v;
sphere[i].m_y = u;
It will align the pattern, let me see hwo it looks
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by Julio Jerez » Wed May 18, 2011 3:19 pm
Ok I made that change, it should be perfect now,
Let us try once again, Sync to SVN and let me knwo how it looks.
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by Markus » Wed May 18, 2011 3:24 pm
I think that did the trick. It is not perfect but it is better than before. Thanks for your great work!
(The rest of the sphere looks perfect, only on the top and bottom there is still a bit distortion)
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by Julio Jerez » Wed May 18, 2011 4:19 pm
that will never be better because the mesh topology uses a geodesic where every face has equal Area.
Open GL uses a latitude longitud to make the sphere so each face is not equal area and threfore teh UVs will be ditructed better.
the difference shows more on the pole, but normally that is not a problem because spherically mapped meshes just do not put detail on the part of the map tha cover the poles.
The only way to minimize that is to make a higher resulution mesh, and I believes that is what your OpenGl mesh shows.
My guess is that if you make the OGL lower res it will show similar distortion on the poles.
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