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# Generating spheres with unifrom vertex density

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5 replies to this topic

Posted 30 July 2012 - 12:11 PM

Hi, I'm in the fairly early stages of creating a 4x space strategy game, though it will have a fair bit of ground action as well. For many of the planets, I will need to use heightmapped 3d spheres as the basic mesh. The problem is that the most straightforward method of creating these meshes results in spheres with a non-uniform vertex density with more vertices around the poles. I was wondering if there are any well known methods for generating spheres with a unifrom vertex density, where the density is customizable?

### #2Álvaro  Members

Posted 30 July 2012 - 12:27 PM

Search the web for something like `equidistant points sphere' and you'll find lots of information about this problem.

Also, if you use a 3D texture for height displacement, the variability of vertex density becomes much less of an issue.

### #3clb  Members

Posted 31 July 2012 - 02:04 AM

If geospheres might be adequate for this purpose, see e.g. this and this.
Me+PC=clb.demon.fi | C++ Math and Geometry library: MathGeoLib, test it live! | C++ Game Networking: kNet | 2D Bin Packing: RectangleBinPack | Use gcc/clang/emcc from VS: vs-tool | Resume+Portfolio | gfxapi, test it live!

### #4David Neubelt  Members

Posted 31 July 2012 - 02:05 PM

This gives decent results for render able geometry.

http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
Graphics Programmer - Ready At Dawn Studios

### #5billconan  Members

Posted 02 August 2012 - 05:33 PM

I think another approach is giving vertices some repulsion forces and adjust their locations by the forces.

### #6Postie  Members

Posted 02 August 2012 - 07:29 PM

Though I've never used the technique myself, I'm a fan of the cube to sphere mapping. It'd be the first thing I'd try if I wanted to render a globe.
Currently working on an open world survival RPG - For info check out my Development blog:

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