I''d like a function that generates a (triangulated)sphere, like in 3d-modeling programs where you say ''Give me a sphere with X-segment or detail level X'' if you know an algo, or a link to info I''d appreciate it.
Gyzmo
========================
Having a ''sig''-crisis
it'' simple...
you have to think thata a sphere is like Earth: you can subdivide it in many squares like latitude e longitude.
every square has 4 vertex and 2 triangle that link them.
eache vertex may be opthaind so:
for(i = 0; i < x; i++){
for(j = 0; j < x; j++){
latitude = (6.28 / x * i);
longitude = (3.14 / x * j);
vertex[j].x = sin(latitude)*cos(longitude)*radius;
vertex[j].y = sin(longitude)*radius;<br> vertex[j].z = cos(latitude)*cos(longitude)*radius;<br> }<br>} <br><br>then every triangle links three vertex, and every for vertex make a square:<br><br><br>vertex[j], vertex[i+1][j], vertex[i+1][j+1] vetrex[j+1] make a square.<br><br>fede<br> </i>
you have to think thata a sphere is like Earth: you can subdivide it in many squares like latitude e longitude.
every square has 4 vertex and 2 triangle that link them.
eache vertex may be opthaind so:
for(i = 0; i < x; i++){
for(j = 0; j < x; j++){
latitude = (6.28 / x * i);
longitude = (3.14 / x * j);
vertex[j].x = sin(latitude)*cos(longitude)*radius;
vertex[j].y = sin(longitude)*radius;<br> vertex[j].z = cos(latitude)*cos(longitude)*radius;<br> }<br>} <br><br>then every triangle links three vertex, and every for vertex make a square:<br><br><br>vertex[j], vertex[i+1][j], vertex[i+1][j+1] vetrex[j+1] make a square.<br><br>fede<br> </i>
quote:Original post by federickrex
for(i = 0; i < x; i++){
for(j = 0; j < x; j++){
latitude = (6.28 / x * i);
longitude = (3.14 / x * j);
Thanks, I haven''t tried it, but this WILL give a division by zero, I take it it must be something like
for(i = 1; i <= x; i++){ for(j = 1; j <= x; j++){ latitude = (6.28 / x * i); longitude = (3.14 / x * j);
am I right?
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