Polar Coord Cubemap

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3 comments, last by MetaKnight 17 years ago
I am trying to make a cubemap that will map a vector into polar coordinates when I look up the values, but the problem is that it gets distorted since the cube map sides get distorted when covering a sphere. How can I calculate polar coordinates from a cubemap while accounting for this distortion?
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The easy answer is to just make a higher resolution cube map. What are you using it for?
I'm using it to rotate spherically harmonics in the direction of the input vector

I tried 1024, and Im using FillTexture function in directX.
I guess ill try higher

Are you sure you're generating the cube map texture correctly? Obviously you'll never get a perfect result with a cube map, but you should end up with something pretty nice looking with bilinear interpolation.
ahh, that seemed to do the trick, thanks!
bilinear, 32F , and 4096 gives me great results

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