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Does anyone know how to draw spheres?

Started by April 15, 2000 06:22 PM
4 comments, last by Coaster15 24 years, 6 months ago
I am working w/ openGL and can''t figure out a way to draw spheres, you can draw circles point by point w/ (cos,sin) but how about spheres, is their an easy way, or is their no way at all?
look into the draw functions supplied with libs such as glut or glu/glaux.

They have some advanced drawing functions like teapots and spheres, I cannot remember the stuff offhand though.

-Mezz
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i think think glu.h has a glusphere(), but check
i KNOW that the glut library has a glutSolidSphere(radius, segments x, segments y)

a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
There is a way, of course.
If you draw a circle, you set x=r*cos(t) and y=r*sin(t).
If you want do draw a sphere you have to add a second angle and to scale x and y by the cosine of this angle:
x=r*cos(t)*cos(s)
y=r*sin(t)*cos(s)
z=r*sin(s)

Visit our homepage: www.rarebyte.de.st

GA
Visit our homepage: www.rarebyte.de.stGA
Simple -- use the gluSphere. Simply set up a new gluQuadricObj, and pass the other variables

void gluSphere( GLUquadricObj *qobj, GLdouble radius, GLint slices, GLint stacks);

NOTE: You must include and link to the GLU libraries!!!

This is probably the fastest method for doing this. However, there are pleanty of other methods. Why not try an iterative provcess.

Start at the top. (0,1,0) (OBJECT COORDS)
Plot a pixel.
Come down by curved distance between (0,1,0) and (0,-1,0), cd, divided by interval.
Find the distance from y axis -- this is the radius of a circle at that y-value.
Now, draw a circle there, and repeat the process.

Gotta go (I''m climbing trees!)

Simon
XEOS Digital Development - Supporting the independant and OpenSource game developers!
Here's some pseudo-code:

for(s=0;s<=360;s++)
for(t=-90;t<=90;t++)
{
SphereVertex[90+t].x = r*cos(t*PI/180)*cos(s*PI/180);<br> SphereVertex[90+t].y = r*sin(t*PI/180)*cos(s*PI/180);<br> SphereVertex[90+t].z = r*sin(s*PI/180);<br>}<br></code><br>Then you can draw the triangles made of vertices [0][0],[1][0],[0][1] and [1][0],[1][1],[0][1] ……..<br>and you can use s/360 and (t+90)/180 as texture coordinates if you have got a mercator-projected map. <br><br>Visit our homepage: <A HREF="http://www.rarebyte.de.st">www.rarebyte.de.st</A><br><br>GA<br><br>Edited by - ga on 5/4/00 9:17:46 AM
Visit our homepage: www.rarebyte.de.stGA

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