Reputation: 121
I would like to dynamically generate a simplex-based image that will map nicely on a sphere in three.js, however I'm having problems with distortion at the poles. Here is the initial map code:
def generate_map(seed,width=WIDTH,height=HEIGHT,xoffset=0.0,yoffset=0.0,zoom=1.0):
""" Return a simple matrix of simplex noise from 0-255."""
mapdata = []
random.seed(seed)
zoom=zoom * 100.0
for x in xrange(height):
row=[]
for y in xrange (width):
xparam=merc_x(float((x+xoffset)/zoom))
yparam=merc_y(float((y+yoffset)/zoom))
noisevalue=snoise2(xparam, yparam, NOISEOCTAVES, 0.52,2.0, height/zoom*2, width/zoom, float(seed) )
#convert 1.0...-1.0 to 255...0
pixel=int((noisevalue+1)/2*PIXEL_DEPTH-1)
cell={'height': pixel, 'x':x, 'y':y }
row.append( cell )
mapdata.append(row)
return mapdata
This generates data which creates a map that tiles sideways, but not at the top and bottom (which is ideal).
The problem arises when this is mapped on a sphere in three.js:
return new THREE.Mesh(
new THREE.SphereGeometry(radius, segments, segments),
new THREE.MeshPhongMaterial({
map: THREE.ImageUtils.loadTexture('/worldmap.png?seed='+seed),
})
);
You end up with pinching near the poles due to UVMapping that takes place:
.
I suspect the simplest way to solve the pinching issues is to use a mercator transformation on the source image, but for the life of me, I can't figure out how to implement it.
Does anyone have any suggestions? The full source of the project can be found here if you want to give it a try.
Update: Looking at the handy UV Mapping graph on wikipedia in combination with the Three.JS sphere mapping example, I think these are a good place to start...
Upvotes: 0
Views: 697