I want to apply a sphere map to a flat 2d polygon, I think Positional sphere mapping will do the trick.
Before I attempt to code something i'd like to know anyone has tried this before.
Why use Positional Spherical Mapping?
In some cases, using normals to calculate spherical texture coordinates may not be appropriate. For example, objects which use face normals would have the same coordinates applied to each vertex of a face. Also, regions that are relatively flat on one or more axis will cause the texture to appear stretched.
An alternative to this is to project a vector from the center of the object outward through each vertex, and use the normalized X and Y coordinates to calculate the texture coordinates. This has the effect of projecting each vertex onto a theoretical sphere.
Why do I want it?
You've played GISH? I wan't a deformable 2d polygon that retains the texture. The polygons will be able to combine and split with other polygons very much like a 2D metaballs simulation.
Ta,
Before I attempt to code something i'd like to know anyone has tried this before.
Why use Positional Spherical Mapping?
In some cases, using normals to calculate spherical texture coordinates may not be appropriate. For example, objects which use face normals would have the same coordinates applied to each vertex of a face. Also, regions that are relatively flat on one or more axis will cause the texture to appear stretched.
An alternative to this is to project a vector from the center of the object outward through each vertex, and use the normalized X and Y coordinates to calculate the texture coordinates. This has the effect of projecting each vertex onto a theoretical sphere.
Why do I want it?
You've played GISH? I wan't a deformable 2d polygon that retains the texture. The polygons will be able to combine and split with other polygons very much like a 2D metaballs simulation.
Ta,