I'm trying to map a rocky texture (diffuse + normals) onto a Sphere. Even
though the textures are fairly random the default texture mapping mode causes
ugly spots at the poles due to distortion. I tried switching to
Sphere.TextureMode.Polar; this causes a band of vertical stripes around the
equator.
Thinking what could cause this problem my best theory is that there are no
vertices actually on the equator, instead the faces span it. This would result
in the vertices nearest the equator to have identical texture coordinates to
their neighbours above or below the equator and therefore all fragments in
between coming from the same pixel in the texture.
If this is the case I'm sure changing the mesh so that it has vertices on the
equator would fix it and greatly improve the appearance of my rocks.
Original issue reported on code.google.com by real...@gmail.com on 5 Nov 2014 at 10:27
Original issue reported on code.google.com by
real...@gmail.com
on 5 Nov 2014 at 10:27