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Thread: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidistant]

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    Quote Originally Posted by Redrobes View Post
    Now when you come to putting in the last row of texture coords then you need to ensure that the values your using in that last row are not the same as the first row even tho the vertex positions will be the same.
    I don't think its quite that simple except in the polar aspects (image on left). From the image below you can see that the distortion is not always in the same location (image on right).

    This is why I used the method described in the video above. (Which only partially worked).

    Quote Originally Posted by Redrobes View Post
    Maybe stack overflow would be better suited now. Its pretty hard to debug apps like this without being able to step it through.
    I'm not sure what you mean by "stack overflow"; I thought this was a bad thing when you ran out of space on the stack?
    I've been writhing the algorithm section of my program in MATLAB first to give step by step visual cues. I was going to try outputing values to a file where I could analyse like you sugested
    FILE *fp= fopen("test.txt","w");
    Thanks for your help.
    Last edited by felixrulz; 07-29-2012 at 10:11 PM.

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