Sphere Mapping
Quick question, I have a kind of weird box shape (not exactly a cube but close) and I want to do environment mapping on it, are there any parameters I can do other than sphere mapping? Or is there a way to make sphere mapping so I can see more of the texture I''ve made on the cube? Right now it shows only about 1/16th of the texture which is somewhere in the middle so it just comes up looking like a big blob of changing colors on the object.
Enlarge the area it''s reflecting...
(dunno, it''s a guess, haven''t done sphere mapping, but it seems obivous to me... )
S.
(dunno, it''s a guess, haven''t done sphere mapping, but it seems obivous to me... )
S.
There''s a sneaky thick for environment mapping:
Have you tried using the vertex normal values, and using them as texture coords? If your normal is in camera space, you can drop the Z value of the normal and use X&Y part as the TexCoords
OpenGL also does this in camera space, but you don''t have to. But it can look a bit ugly from the sides...
Have you tried using the vertex normal values, and using them as texture coords? If your normal is in camera space, you can drop the Z value of the normal and use X&Y part as the TexCoords
OpenGL also does this in camera space, but you don''t have to. But it can look a bit ugly from the sides...
true the nvidia cards have an extension that does this in hardware nv_normal_ext? (maybe) also one for relection but im a bit pissed to suss that out at the moment extension wise i mean
http://members.xoom.com/myBollux
http://members.xoom.com/myBollux
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