Opengl:地球纹理

时间:2013-11-23 12:56:01

标签: opengl texture-mapping

我正在尝试使用纹理在地球上绘制地球。我的球体由四边形组成,每个四边形由两个三角形组成:

void Sphere(float radius, int n_lat, int n_lon)
{
    glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D); 

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    TextureManager::Inst()->BindTexture(1);

    glBegin(GL_TRIANGLES);
for (float i = 0; i < n_lat; i += 1.f)
    for (float j = 0; j < n_lon; j += 1.f)
    {
        Vector3 p;
        GLfloat u;
        GLfloat v;
        // -- first triangle
        p = SphereCoord(i, j, n_lat, n_lon);
                glNormal3(p);

        u=atan2f(p.y,p.x)/2*PI+0.5;
        v=0.5-asinf(p.z)/PI;
        glTexCoord2f(u,v);

        glVertex3(p * radius);

        p = SphereCoord(i + 1, j, n_lat, n_lon);
        glNormal3(p);

        u=atan2f(p.y,p.x)/2*PI+0.5;
        v=0.5-asinf(p.z)/PI;
        glTexCoord2f(u,v);

        glVertex3(p * radius);


        p = SphereCoord(i + 1, j + 1, n_lat, n_lon);
        glNormal3(p);

        u=atan2f(p.y,p.x)/2*PI+0.5;
        v=0.5-asinf(p.z)/PI;
        glTexCoord2f(u,v);

        glVertex3(p * radius);



        // -- second triangle
        p = SphereCoord(i, j, n_lat, n_lon);
                glNormal3(p);

        u=atan2f(p.y,p.x)/2*PI+0.5;
        v=0.5-asinf(p.z)/PI;
        glTexCoord2f(u,v);

        glVertex3(p * radius);



        p = SphereCoord(i + 1, j + 1, n_lat, n_lon);
        glNormal3(p);

        u=atan2f(p.y,p.x)/2*PI+0.5;
        v=0.5-asinf(p.z)/PI;
        glTexCoord2f(u,v);

        glVertex3(p * radius);



        p = SphereCoord(i, j + 1, n_lat, n_lon);
        glNormal3(p);

        u=atan2f(p.y,p.x)/2*PI+0.5;
        v=0.5-asinf(p.z)/PI;
        glTexCoord2f(u,v);

        glVertex3(p * radius);
}
glEnd();
}

使用此代码无法获得正确的纹理映射。有人能给我一些提示吗?

看起来纹理在经度轴上重复: Image of the earth

1 个答案:

答案 0 :(得分:0)

问题出在你的计算中:

u=atan2f(p.y,p.x)/2*PI+0.5;

您将其潜水2,然后将结果乘以PI。你应该潜水2和PI

u=atan2f(p.y,p.x)/(2*PI)+0.5;