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Bobby-D

Advanced sphere mapping question

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Problem: Currently, when I do sphere mapping, the vertex whos normal is pointing staight at the camera, is allocated the texture coorinate which is the center of the texture image. So if I have a texture image which is the radius of a light, the brightest point on the mesh, is the point which faces the camera. Is there a way of changing it so that the coordinate generation is base on a point that I give instead of the camera point? I have made a procedure to generate the coordinates manually, but it''s way too slow. One by one, the peguins steal my sanity.

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That singularity you''re talking about is inherent in sphere mapping. Check out the ARB extension for cube mapping.

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