Now my question, is there any possible way that I can fix my best result to resemble the correct result?
If yes how can I do this by only modfying my equations? (please do not tell me to debug my code, but if you have a suggestion where the bug may lie, I will be happy to hear your suggestion.)
If I remove the devided by and , I will end up having a lot of image tiles in my image, which is a good thing. However when tiling is not needed (the picture is large enough to fit onto the sphere), it will still places replicas of the image onto my sphere :(. That is not correct. I need equations that only places replicas when the image is too small.
If you have other methods of doing a spherical uv mapping please tell me. I am very happy to look into it!
Thanks for your answers
November 4th 2009, 01:58 PM
I think it would be impossible to tile one sphere and not tile the others, when calculating the uv coordinates. So I created a patch for this. If anyone disagrees, please state your solution.