Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (534)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Spheric Texturing  (Read 687 times)
0 Members and 1 Guest are viewing this topic.
Offline DonCrudelis

Junior Member





« Posted 2004-12-18 09:30:52 »


Sorry I crosspost, but I want this to work soon.
I use TexCoordGeneration(SPHERE_MAP),
but the texture is only on the side to the camera, and not around the whole sphere.

I have a planet and want the texture to be all around it.
How to do it?

Alonzo
Offline itistoday

Junior Member




There's too much blood in my caffeine system.


« Reply #1 - Posted 2004-12-18 14:33:13 »

Uh, I don't know if this is what you need, but this makes a sphere with the proper texcoords:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
public static Geometry getSphere(int divisions, int radius) {
            float   sign      = 1.0f;

            float[] texCoords = new float[(divisions + 1) * (2 * divisions + 1) * 2];
            float[] vertices  = new float[(divisions + 1) * (2 * divisions + 1) * 3];
            float[] normals   = new float[(divisions + 1) * (2 * divisions + 1) * 3];

            for (int i = 0;i <= divisions;i++) {
                  float rho = (float)((double)i * FastMath.PI / (double)divisions);

                  for (int j = 0;j <= 2 * divisions;j++) {
                        float theta = (float)((double)j * FastMath.PI / (double)divisions);
                        float vx = (float)(FastMath.cos(theta) * FastMath.sin(rho));
                        float vy = (float)(sign * FastMath.cos(rho));
                        float vz = (float)(FastMath.sin(theta) * FastMath.sin(rho));

                        texCoords[((i * (2 * divisions + 1)) + j) * 2 + 0] = 1f - (float)j / (2f * divisions);
                        texCoords[((i * (2 * divisions + 1)) + j) * 2 + 1] = (float)i / divisions;

                        vertices[((i * (2 * divisions + 1)) + j) * 3 + 0]  = vx * radius;
                        vertices[((i * (2 * divisions + 1)) + j) * 3 + 1]  = vy * radius;
                        vertices[((i * (2 * divisions + 1)) + j) * 3 + 2]  = vz * radius;

                        normals[((i * (2 * divisions + 1)) + j) * 3 + 0]   = vx * sign;
                        normals[((i * (2 * divisions + 1)) + j) * 3 + 1]   = vy * sign;
                        normals[((i * (2 * divisions + 1)) + j) * 3 + 2]   = vz * sign;
                  }
            }

            int[] vIdx = new int[divisions * 2 * divisions * 6];
            int   n = 0;

            for (int i = 0;i < divisions;i++) {
                  for (int j = 0;j < 2 * divisions;j++) {
                        int v00   = i * (2 * divisions + 1) + j;
                        int v01   = i * (2 * divisions + 1) + j + 1;
                        int v10   = (i + 1) * (2 * divisions + 1) + j;
                        int v11   = (i + 1) * (2 * divisions + 1) + j + 1;

                        vIdx[n++] = v11;
                        vIdx[n++] = v10;
                        vIdx[n++] = v00;
                        vIdx[n++] = v11;
                        vIdx[n++] = v00;
                        vIdx[n++] = v01;
                  }
            }

            IndexedTriangleArray shapeGeom = new IndexedTriangleArray(vertices.length / 3,
                                                                                                  GeometryArray.TEXTURE_COORDINATE_2 |
                                                                                                  TriangleArray.COORDINATES |
                                                                                                  TriangleArray.NORMALS, vIdx.length);

            shapeGeom.setTextureCoordinates(0, 0, texCoords);
            shapeGeom.setValidVertexCount(vertices.length / 3);
            shapeGeom.setValidIndexCount(vIdx.length);
            shapeGeom.setCoordinates(0, vertices);
            shapeGeom.setNormals(0, normals);
            shapeGeom.setIndex(vIdx);

            return shapeGeom;
      }

Offline DonCrudelis

Junior Member





« Reply #2 - Posted 2004-12-18 16:19:34 »

Thanks itistoday, it's working perfectly! Smiley

Alonzo
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #3 - Posted 2004-12-21 05:43:16 »

BTW, you can get sphere's and geospheres (less polys) with texcoords from the org.xith3d.geometry package (see a recent "Primitives Package" thread), this package is supported by the Xith3D dev team.

Will.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

pw (35 views)
2014-07-24 01:59:36

Riven (33 views)
2014-07-23 21:16:32

Riven (21 views)
2014-07-23 21:07:15

Riven (24 views)
2014-07-23 20:56:16

ctomni231 (55 views)
2014-07-18 06:55:21

Zero Volt (47 views)
2014-07-17 23:47:54

danieldean (38 views)
2014-07-17 23:41:23

MustardPeter (43 views)
2014-07-16 23:30:00

Cero (59 views)
2014-07-16 00:42:17

Riven (56 views)
2014-07-14 18:02:53
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!