Jump to content
  • Advertisement
Sign in to follow this  
Gumgo

OpenGL Quick sphere mapping question

This topic is 4122 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

OpenGL's built-in sphere mapping doesn't seem to be affected by glLookAt(). Is there a way to make the "camera" affect sphere mapping? Most objects will be static so sphere mapping won't be visible on them since they don't move.

Share this post


Link to post
Share on other sites
Advertisement
A/ it should (wrt rotations)
B/ why sphere mapping?, cubemapping gives better results (and is just as fast or even faster)

Share this post


Link to post
Share on other sites
I'm just using sphere mapping because it's simpler and I don't really care if it is really that accurate (and this is my first OpenGL project).

I would think that it would work as well but the texture doesn't "move" when I move/rotate the camera (by the way, I meant to type gluLookAt(), not glLookAt())

EDIT: Problem turned out to be something stupid... for some reason, I had the gluLookAt after glMatrixMode( GL_PROJECTION ); and not GL_MODELVIEW and then I had (even worse) glLoadIdentity()!

Anyways, is it possible to zoom out a little with the sphere map (without messing up the normals because I will have lighting soon)? I can hardly see the texture.

[Edited by - Gumgo on June 7, 2007 6:46:16 PM]

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!