Re: More on the spheres

Stefano Angeleri <[email protected]> Sat, 8 Jun 2013 17:46:49 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAAR4zyTxY6v_aa=kvpiB-RXpUVr5SywjkL25bjfmh+zeE2+0hg@mail.gmail.com>
Hi,
I was mostly concerned about the rotation for the mapping due to the
presence of pentagons and hexagons vs the easier triangle of the normal
icosahedron, anyway i guess you did already take in account that so I'm
looking forward to your results with the triangle strips.

As for the account it should be on sourceforge.net, not on crystalspace
forums/trac, surely you can do also that but you won't need it to commit
your code to svn. Another thing i might suggest is joining in irc
#crystalspace irc.freenode.org (can use http://webchat.freenode.net/ ).

Stefano Angeleri

2013/6/8 B. Isherwood <[email protected]>

> Hello Christian and Stefano,
>
> Okay so I am going to change my focus on the terrain mapping to something
> more continuous. I think that the original polar coordinate idea will
> probably work on the higher resolutions of the sphere without too much
> trouble. However mapping you gave me still contains warping, it is very
> interesting and I will look at it in more detail shortly, however I am not
> sure how you would actually map terrain on that grid since the level curves
> seem actually rather complicated, and that is an approach I haven't
> considered until now.
>
> Stefano as for your concerns about the complexity of the use of a
> truncated icosahedron; I am a little confused, since there are LOD concerns
> and by definition an icosahedron is a 20 sided figure so perhaps you can
> lead me to what meant. However the math required to build the current
> truncated icosahedron is actually very simple, essentially I am keeping
> track of a list of constants for the sphere they are as follow:
> Resolution, Radius, Angle of incidence for the hexagon (there are two of
> these for when it is rotated by 90 degrees), Angle of incidence for the
> pentagon (there are 6 of these for the different orientations on the axes),
> the current phi and theta of the drawing location.
>
> Also all of the relationships are constant by the nature of geodesic
> domes, therefore about 40% of the actions are simple additions (which are
> then followed by the trig functions for the position of the vertex). The
> math is no more process heavy than a polar sphere, since both of them
> require 3-dimensional trigonometry and working with the truncated
> icosahedron allows me to control the warping a lot easier. I will be the
> first to admit that the anti-warping measures will be mildly math intensive
> but that shouldn't be too much of a concern. I intend to have the final
> version rendered in long triangle strips at the end as to take full use of
> graphics hardware (I am currently using triangle fans for convenience, but
> the final version will be in triangle strips).
>
> I have updated my blog with the work from today, and hopefully in a day or
> two I can amalgamate everything into a fully built sphere. I forgot to make
> a crystalspace account (and to check my e-mail until now), and will do that
> today in the later morning, and let you know Stefano.
>
> The fully functioning mesh will be working shortly, thanks for the heads
> up about how to add the plugin that will save me time so I can concentrate
> on other aspects that are cooler than just simply interfacing.
>
>
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