Texturing a Sphere
Let's assume you want to create something that looks like the planet earth. You want to apply a map of the earth to a sphere.
There are 2 ways to texture a sphere. Either by applying a cubemap or by applying a 2D texture. For best result, use a cubemap. The problem with applying a 2D texture is that when you wrap a 2D texture onto a sphere, the top and bottom area of the sphere, the texture looks squeezed.
Cubemapping a Sphere
Load a cubemap as shown in Creating a Cubemap Texture
Let's assume that we'll be using shaders. If you haven't learned shaders yet, now is the time.
This code is in GLSL 1.10. The vertex shader :
//[VERTEX SHADER]
#version 110
uniform mat4 ProjectionModelviewMatrix;
varying vec3 TexCoord0;
void main()
{
gl_Position = ProjectionModelviewMatrix * gl_Vertex;
TexCoord0 = gl_Normal;
}
The fragment shader. Notice that the normal has been copied to TexCoord0 and this will be used to sample the cubemap.
//[FRAGMENT SHADER]
#version 110
uniform samplerCube Texture0;
varying vec3 TexCoord0;
void main()
{
vec4 texel = textureCube(Texture0, TexCoord0);
gl_FragColor = texel;
}
2D Texture Mapping a Sphere
Either you need to write your own code to create a sphere and you compute the texcoords yourself or you use another library like GLU or glhlib.
GLU
C
GLUquadricObj *sphere=NULL;
sphere = gluNewQuadric();
gluQuadricDrawStyle(sphere, GLU_FILL);
gluQuadricTexture(sphere, TRUE);
gluQuadricNormals(sphere, GLU_SMOOTH);
//Making a display list
mysphereID = glGenLists(1);
glNewList(mysphereID, GL_COMPILE);
gluSphere(sphere, 1.0, 20, 20);
glEndList();
gluDeleteQuadric(sphere);
//-----------------
//and whenever you want to render, call glCallList(mysphereID)
//to kill the display list, glDeleteLists(mysphereID, 1);
Java
Texture earth;
try {
earth = TextureIO.newTexture(new File(dataPath("[http://www.oera.net/How2/PlanetTexs/EarthMap_2500x1250.jpg EarthMap_2500x1250.jpg]")), true);
}
catch (IOException e) {
javax.swing.JOptionPane.showMessageDialog(null, e);
}
GLUQuadric sphere = new GLUQuadric();
gluQuadricDrawStyle(sphere, GLU_FILL);
gluQuadricTexture(sphere, true);
gluQuadricNormals(sphere, GLU_SMOOTH);
//Making a display list
mysphereID = glGenLists(1);
glNewList(mysphereID, GL_COMPILE);
earth.enable();
earth.bind();
gluSphere(sphere, 1000.0, 20, 20);
earth.disable();
glEndList();
gluDeleteQuadric(sphere);
//-----------------
//and whenever you want to render, call glCallList(mysphereID)
//to kill the display list, glDeleteLists(mysphereID, 1);
GLHLIB
If you want to use glhlib http://sourceforge.net/projects/glhlib/
The header file glhlib.h explains how to use :
glhSphereObject2 Sphere;
memset(&Sphere, 0, sizeof(glhSphereObject2));
Sphere.RadiusA=1.0;
Sphere.RadiusB=1.0;
Sphere.RadiusC=1.0;
Sphere.Stacks=10;
Sphere.Slices=10;
Sphere.IndexFormat=GLH_INDEXFORMAT_16BIT;
Sphere.VertexFormat=GLHVERTEXFORMAT_VNT;
Sphere.TexCoordStyle[0]=1;
Sphere.ScaleFactorS[0]=Sphere.ScaleFactorT[0]=1.0;
//-----------------
glhCreateSpheref2(&Sphere);
//-----------------
//HOW TO RENDER (You might want to use VBO, I'm just using VA here):
glBindTexture(GL_TEXTURE_2D, TextureID);
//-----------------
glVertexPointer(3, GL_FLOAT, sizeof(GLHVertex_VNT), Sphere.pVertex);
uint mypointer=(uint)Sphere.pVertex;
mypointer+=12;
glNormalPointer(GL_FLOAT, sizeof(GLHVertex_VNT), (uint *)mypointer);
mypointer+=12;
glTexCoordPointer(2, GL_FLOAT, sizeof(GLHVertex_VNT), (uint *)mypointer);
glDrawRangeElements(GL_TRIANGLES, Sphere.Start_DrawRangeElements, Sphere.End_DrawRangeElements, Sphere.TotalIndex, GL_UNSIGNED_SHORT, Sphere.pIndex16Bit);
//.........and delete it when your program closes
glhDeleteSpheref2(Sphere);