Search found 7 matches
- Tue Jul 31, 2012 5:54 pm
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
Re: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equi
I would be interested to know what resolves your trouble. The problem was/is a little embarrassing... it was basically me putting code in the wrong spot. I found it on the train this morning: for (i=0; i<4; i++) { [B]// FOR THE FOUR VERTICES OF QUAD.[/B] [B]// disk coordinates[/B] p_d[n].x = b2[i] ...
- Sat Jul 28, 2012 3:11 pm
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
Re: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equi
I have nearly fixed the problem by searching for jumps (above some threshold) in the texture coordinates. I have made this short video to illustrate the method I have used: [video] http://dl.dropbox.com/u/49415695/Mapping%20Wrap%20Fix.mp4 [/video] The only problem is that the problem still appears, ...
- Fri Jul 27, 2012 11:27 pm
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
Re: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equi
I will go searching some OpenGL forums. Thanks for your help.daan wrote:Well, at this point you are firmly out of the map projections realm and into the vagaries of OpenGL.
— daan
Should I countinue posting developments here or is that not advised?
- Wed Jul 25, 2012 5:26 am
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
Re: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equi
Ok, so I think I have solved most of the mapping problems. I ended up using the method derived by T.I here: http://somedayspace.blogspot.com.au/2012/03/azimuthal-equidistant-projection-and.html . After testing formulas in MALTAB I got promising results: http://dl.dropbox.com/u/49415695/NearlingWorki...
- Mon Jul 23, 2012 5:20 pm
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
Re: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equi
I see now what you intend by b2 . Apologies for the confusion. I think some of the confusion can be attibuted to my bad variable names... I’m curious why your subscripts for b2 differ from your subscripts for p_d : You use i for b2 and n for p_d . I'll try to explain what I am doing. It probably is...
- Sun Jul 22, 2012 7:08 pm
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
Re: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equi
hey daan, Thanks for your help but i am a little confused as to the problem you mentioned. In my code b2[] represents the radii for the current quadrilateral... since (by pythag) sqrt(x^2 + y^2) = R, in my code I just used R as the for-loops are generating polar coordinates. http://17calculus.com/_g...
- Wed Jul 18, 2012 5:39 pm
- Forum: Map projections
- Topic: OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
- Replies: 10
- Views: 6799
OpenGL Texture Mapping [Equirectangular 2 Azimuthal Equidist
Hey, this is my first time here... was looking for some help from some cartography savy people I have created an almost spherical disk by joining lots of triangular/rectangular polygons together and have a equidistant image of the earth loaded as a texture map. What I am having trouble doing is conv...