Sphere backdrop problems
Ok I got the sphere working, but I have some problems.
I really need a geosphere instead of a mathematical sphere. The mathematical sphere crunches my universe backdrop at the poles and looks ugly.
Here is a screenshot of what I have so far.
The mouse works as well and I think I've got the acceleration just about perfect. It really acts as though you are floating in space.
My project is far too large to attach here. I will give out demos to those who have me on msn, however or those who PM me and would like to test it.
So far the zipped up exe and associated graphics are 1.29MB. Way above the board limit. I wish we could post larger files.
Here is a sample of the ugly artifacts at one of the pole's of the sphere.
Here is a shot of the sphere in wireframe mode - you can easily see why the graphics get jumbled at the poles.
I've either gone crazy or need a new monitor.. .The first 2 seem to be nothing but black.
EDIT: Ok, I cranked the brightness and gamma up via nvidia display crap and could see it.
It is dark here cuz the board is white - but in-game you can see just fine.
I cannot use a lot of light or it does not look right for a space scene.
Here is another shot with a different space backdrop. Hopefully you can see this one.
Here is another one with more ambient light in the universe.
well done bubba
you dont need me to say you are an excellent programmer :)
Well thanks for the compliment but I'm still having some problems. Mouse cursor not appearing and such. Planets and sun to come very soon.
Here is another shot - this shot makes it look like the sector is much bigger. I just wrapped the texture 8.0f/Faces - on my sphere.
I may dump the sphere and go with a simple skybox. After all that is a lot of vertexes for just the background. I'm sure a cube would give just about the same effect.
I'm just wondering- How come you are actually drawing a sphere when you could just be drawing a curved patch/mesh. Then, instead of rotating the sphere simply rotate the texture coordinates. this way you dont have to worry about polar distortion.
Just thought I'd ask to see if you've considered doing it that way and ruled it out or something.
Cannot draw a curved patch because when you rotate the texture coordinates you will see the textures pop over the edges of the triangles.
This shot uses spherical texture mapping based on normals of the vertices.
Yet another screenie. This is the same sphere code only translated and changed a bit. So you get a planet. This one rotates although I can't show that here obviously.
Obviously I've got the specular a bit high in this shot as well as the ambient light. Tonight I'll get that fixed. I'm still having the normal flitting problem - normals seem to flitter about like mad at lighted/non-lighted tri borders. I'm normalizing normals so I'm not sure why this is happening.
You can also see distortion in the planet on the tris that have nearly flat surfaces - this is a direct side effect of the algo I'm using to texture the sphere.
This sphere was created with D3DXCreateSphere, cloned with texture coords and normals, and then re-constructed as my own mesh. The previous sphere's were all hand-coded using mathematics. However, they got the same result so I dumped the code.
I wish I had magical coding powers... you and prelude could save the world with a program....
Or destroy it.
Ok, here is the first planet w/o atmosphere. Now you can fly through the universe - coming together quite nicely.
This shows some of the lighting effects. Not using a per pixel light scheme yet but I'm writing the pixel shader for one.