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MetaKnight

Polar Coord Cubemap

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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?

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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

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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.

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