How to texture an image onto a sphere without distortion
I have drawn a sphere and I am able to rotate it using java and opengl libraries for an android application. This part works perfectly. Now I am trying to texture a globe image onto the sphere. The image covers the entire sphere but then the continents are compressed and appear as a single line. What do I have to do to get the image properly textured on to my sphere?
For implementing the texture I am using the following code
gl.glEnable(GL10.GL_TEXTURE_2D);
texturesBuffer = IntBuffer.allocate(1);
gl.glGenTextures(1, texturesBuffer);
Bitmap texture = SphereTexture.getTexture(mContext,R.drawable.earth);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texturesBuffer.get(0));
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
GLUtils.texImage2D(GL10.GL_开发者_如何学PythonTEXTURE_2D, 0, texture, 0);
texture.recycle();
public static Bitmap getTexture(Context context, int resourceId) {
Bitmap bitmap = null;
try {
bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId);
return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), yFlipMatrix, false);
}
finally {
if (bitmap != null) {
bitmap.recycle();
}
}
}
You can do that by XOR the color on both the sides of the line with the color on the otherside taking pixel by pixel.
Nageswara Rao V
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