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DarkBASIC Professional Discussion / Perfectly textured sphere

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Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 23rd Jun 2008 11:37
Hi All,

I've searched the forums concerning this problem without solution.
When I use a sphere in DarkBASIC Professional (created by DBPro or Imported from a 3D Modeler), there is always a vertical bar of texture that is not correct.

Is there someone that did find a solution to perfectly texture a sphere without texture problems ?

Thank you.
Regards,
Fred

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 23rd Jun 2008 12:34
There's no such thing as a perfect solution, merely various methods people use. Traditional spheres with rows/columns however shouldn't generate any vertical seams, only polar ones, the same goes for geospheres; if you have vertical seams then your texture must not be horizontally seamless.

Van B
Moderator
22
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 23rd Jun 2008 12:43
By vertical bar, do you mean that the texture does not align properly?
Are you using internally created DBPro spheres?

One thing that is a major downside to some modelling packages is welding - see a sphere will always have a seam, but it's upto the modeling package to weld this seam sensibly. The seam could well be because the UV data does not match on those verts, so it isn't welding them due to the wraparound. For skyspheres this is not usually problem because you'd be disabling lighting on it anyway so the seam would disappear as soon as you did that. Best option apart from that is to try different packages to weld the sphere, I think Unwrap3D knows to weld verts that wrap their texture around.

Another option might be to do your own spherical UV map using the vertex manipulation tools - and adjust the normals at the same time. Once you know the Y and X angle of the vert in relation to the sphere centre it should be straightforward to work out normals and UV coords.


less is more, but if less is more how you keeping score?
Jeff Miller
20
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Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 23rd Jun 2008 13:52 Edited at: 23rd Jun 2008 13:53
Lithunwrap spits out a very good sphere, with a UV map export that you can plan around. The sphere is optimized (as an option), and therefore contains no degenerate triangles (triangles with two vertices duplicated) or duplicated triangles. If you procedurally generate the texture you will be using, you will find it easier than with the DBPro sphere because the polar regions on the Lithunwrap sphere are mapped with isosceles triangles, whereas DPPro sphere seems to use a map with right triangles. I've never gotten an unwanted seam when I procedurally generate a texture plotted exactly to the UV map that Lithunwrap exports, leaving the points outside the map as blank.
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 23rd Jun 2008 22:56
Lithunwrap seem really cool and it's free

Thank you to all, for these advices and informations

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor

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