Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

JnZ

Coding a sphere?

This topic is 6112 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

I''m coding a this game and I need to code a sphere in format: X,Y,Z X,Y,Z X,Y,Z (in textfile) but how to create this ball?

Share this post


Link to post
Share on other sites
Advertisement
Here''s the function that I use. It''s optimized for triangle strips. It generates normals and texture coordinates.

  
// draws a sphere with tex coords

// radius - radius

// lat_step - number of horizontal sections

// long_step - number of vertical sections

// draw_type - how the sphere is to be rendered

void DrawSphere(double radius, int lat_step, int long_step, bool lighting, int draw_type)
{
double DEGTORAD = 0.0174532925199432;
glPushMatrix();
glBegin(draw_type);

for (double i = 0; i < 180; i += 180/lat_step)
{
glTexCoord2d(0, i/180);
glVertex3d(radius * sin(i * DEGTORAD),
cos(i * DEGTORAD) * radius, 0.0f);

glTexCoord2d(0, (i + 180/lat_step)/180);
glVertex3d(radius * sin((i + 180/lat_step) * DEGTORAD),
cos((i + 180/lat_step) * DEGTORAD) * radius, 0.0f);
for (double j = 0; j < 360; j += 360/long_step)
{
if (lighting)
glNormal3d(cos(DEGTORAD * (j + 360/(long_step * 2))) * sin((i + 180/(lat_step * 2)) * DEGTORAD),
cos((i + 180/(lat_step * 2)) * DEGTORAD),
-sin(DEGTORAD * (j + 360/(long_step * 2))) * sin((i + 180/(lat_step * 2)) * DEGTORAD));

glTexCoord2d((j + 360/long_step)/360, i/180);
glVertex3d(cos(DEGTORAD * (j + 360/long_step)) * radius * sin(i * DEGTORAD),
cos(i * DEGTORAD) * radius,
-sin(DEGTORAD * (j + 360/long_step)) * radius * sin(i * DEGTORAD));

glTexCoord2d((j + 360/long_step)/360, (i + 180/lat_step)/180);
glVertex3d(cos(DEGTORAD * (j + 360/long_step)) * radius * sin((i + 180/lat_step) * DEGTORAD),
cos((i + 180/lat_step) * DEGTORAD) * radius,
-sin(DEGTORAD * (j + 360/long_step)) * radius * sin((i + 180/lat_step) * DEGTORAD));
}
}

glEnd();
glPopMatrix();
}

Share this post


Link to post
Share on other sites

  • 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!