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nardove

Hemisphere texture mapping

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Hi, I need to map a texture image into a hemisphere, I am using the programming language Processing, here is the sketch http://nardove.com/p5/umbrella_shape_11/ Can you please let me know how can I wrap an image to that mesh? I found this link, that explains the concept but I cant workout how to implemment the logic to my sketch http://wiki.blender.org/index.php/Doc:Manual/Textures/UV I also look the resource article in gamdev but they are a bit confusing Any help will be much appreciated! Thanks rS [Edited by - nardove on October 27, 2009 9:20:48 AM]

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Yes I am aware, I dont like to post links as hypertext, people can always copy and paste the links if they are interested, I just want to avoid broken links in the future

I just update the text to links

Cheers
rS

[Edited by - nardove on October 27, 2009 9:22:38 AM]

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Quote:
Original post by nardove
Yes I am aware, I dont like to post links as hypertext, people can always copy and paste the links if they are interested, I just want to avoid borken links in the future

Cheers
rS


But your links will equally break, apart from that those are not even valid addresses when pasted (where is the http-prefix? or are your addresses ftp-ones? Or even telephone numbers or email-addresses?).

For my part, copy-pasting your links actually costed me more time than to type this reply, especially because I didn't find relevant content in less-than-annoying time.

Writing actual html-href has another plus: usable with no mouse at all.

(don't take this personally, but ill- or non-formatted posts are annoying to many people, and will make them just skip your questions and leave to another post where the OP has put more effort into his question)

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So, as I am personally interested in answering your real question, would it be possible that you link us over to a screenshot?

(cheat-sheet: <img src="http://example.com/filename.png">)

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Oops, sorry, I did not have this in my bookmarks.

I see now that your post is about the programming language Processing, which I don't know unfortunately.

There are different ways of mapping a 2d-texture to a sphere. The probably easiest one is to make all u/v equal the vertex' x/y or x/z or y/z coordinates. If you can, try that out as first. To make it look less distorted, you can try out texture maps like those fisheye lens ones (found via this).

Btw, this also makes a nice, minimal and fast sky-map in ray tracing, where I just used the rays x/z direction to index into a hemispherical texture map: tinscape.

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