Sky texturing

a forum to follow the work on recreating HD sets of textures to replace TA ones.
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Balthazar
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Sky texturing

Post by Balthazar » Mon Oct 20, 2008 11:35 am

I`m trying to create new set of sky textures. As far as I know, they should be converted to polar coordinates. Maybe there are some values that I should know about?

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zuzuf
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Post by zuzuf » Mon Oct 20, 2008 5:27 pm

you only needs to know how the coordinates are used:
_ the X coordinate of your texture corresponds to the angle around the Y axis (vertical axis), and the Y coordinate corresponds to the angle around the Z axis.

_ when computing the transformation to get UV coordinates for texture mapping we apply rotation around Z first then rotation around Y

_ mapping is done so that the top of the texture is the top of the sky and the bottom of the texture the bottom of the sky sphere.
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Post by Balthazar » Mon Oct 20, 2008 6:15 pm

Clear, thanks. I`ll try to create 1024x1024 textures, since they look much better than the current ones.

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Re: Sky texturing

Post by Balthazar » Fri Aug 14, 2009 6:43 am

Hehe, I`ve got a huge amount of perfect space sky textures :P
I`ll post a link here tomorrow. What soft are you using to transform them to polar coordinates?

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Re: Sky texturing

Post by zuzuf » Fri Aug 14, 2009 7:41 am

=>;-D Penguin Powered

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Balthazar
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Re: Sky texturing

Post by Balthazar » Sat Aug 15, 2009 8:19 am


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zuzuf
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Re: Sky texturing

Post by zuzuf » Sat Aug 15, 2009 8:30 am

I'll try them tomorrow when I am back home ;)
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