我在正确映射球体时遇到问题。我用一张世界地图来显示哪里出了问题。北美从上到下出现在最前面,而南美则颠倒过来,像亚洲这样的大陆甚至都没有出现在地图上。
(来源:巨魔.ws)
下面的代码是球体对象
class Shape {
public void drawSphere(double radius, int slices, int stacks) {
gl.glEnable(GL_TEXTURE_2D);
head.bind(gl); //Method that binds the world-map (for testing) texture.
gl.glBegin(GL_QUADS);
double stack = (2 * PI) / stacks;
double slice = (2 * PI) / slices;
for (double theta = 0; theta < 2 * PI; theta += stack) {
for (double phi = 0; phi < 2 * PI; phi += slice) {
Vector p1 = getPoints(phi, theta, radius);
Vector p2 = getPoints(phi + slice, theta, radius);
Vector p3 = getPoints(phi + slice, theta + stack, radius);
Vector p4 = getPoints(phi, theta + stack, radius);
double s0 = theta / (2 * PI);
double s1 = (theta + stack) / (2 * PI);
double t0 = phi / (2 * PI);
double t1 = (phi + slice) / (2 * PI);
vectorToNormal(norm(p1));
gl.glTexCoord2d(s0, t0);
vectorToVertex(p1);
vectorToNormal(norm(p2));
gl.glTexCoord2d(s0, t1);
vectorToVertex(p2);
vectorToNormal(norm(p3));
gl.glTexCoord2d(s1, t1 );
vectorToVertex(p3);
vectorToNormal(norm(p4));
gl.glTexCoord2d(s1, t0);
vectorToVertex(p4);
}
}
gl.glEnd();
gl.glDisable(GL_TEXTURE_2D);
}
Vector getPoints(double phi, double theta, double radius) {
double x = radius * cos(theta) * sin(phi);
double y = radius * sin(theta) * sin(phi);
double z = radius * cos(phi);
return new Vector(x, y, z);
}
我该如何解决?我尝试交换一些坐标和其他东西,但这对我来说更加混乱。
此外,当我将纹理绑定到它时,似乎有一些伪影。那可以修吗?