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planeGeometry turned into a sphere

I feel like my logic isnt too awful here. I am trying to convert a planeGeometry into a sphere using its UV coordinates as latitude and longitude. Essentially here is the logic:

  1. convert uv coordinates to lat/long respectively
  2. change lat/long over to radians
  3. convert to x,y,z catesian coordinates

heres the code for the vertex shader im trying out:

    varying vec2 vUv;

    #define PI 3.14159265359

    void main() {
      vUv = uv;

      float lat = (uv.x - 0.5) * 90.0;
      float lon = abs((uv.y - 0.5) * 180.0);

      float latRad = lat * (PI / 180.0);
      float lonRad = lon * (PI / 180.0);

      float x = sin(latRad) * sin(lonRad);
      float y = cos(latRad);
      float z = cos(latRad) * sin(lonRad);

      gl_Position = projectionMatrix * modelViewMatrix * vec4(x,y,z, 0.5);
    }

Any advice is appreciated, I feel like I am just missing something small with the logic but I believe in the masses.

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