Polar Coord Cubemap
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?
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
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.
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