I solved all my problmes,
there was a little stupid little issues during the copy of my Vertex
and CoordTexture on the buffers.......

Thanks lot however, the theory I read is a good exercise for the next
time!

Bye!


On 28 Dic, 01:52, Robert Green <[email protected]> wrote:
> Well said Kostya.
>
> Pedro - I defined the formula to get your normal above.  A normal is a
> unit vector (a 3D vector of length 1.)  Each vertex must have a normal
> for proper shading, as that's how light is calculated.  The normal of
> a vertex of a sphere is a easy to calculate.  Think of it as the
> direction from the center of the sphere through the vertex.  That's
> your vector.  I provided a formula, though you'll have to javafy it a
> little to make that work for you.  If you're struggling to understand
> this, I suggest reading some 3D primer books before moving on.  They
> are very, very helpful.
>
> Cheers
>
> On Dec 27, 7:59 am, Kostya Vasilyev <[email protected]> wrote:
>
>
>
>
>
>
>
> > Pedro,
>
> > A normal is a unit vector (length == 1) that is perpendicular to the
> > surface. Normals are used for shading, so don't worry about them too
> > much for now.
>
> > Texture coordinates, as was already pointed out here, are in 2D space,
> > i.e. two coordinates. The reason is that textures are 2-dimensional, and
> > texture coordinates specify which point within the texture should be
> > mapped to a particular vertex in 3D space.
>
> > Imagine that the texture is a stretchable, initially square, piece of
> > fabric. Each UV coordinate represents a point within that square.
>
> > For each vertex, the point within the texture specified for that vertex
> > by UV coordinates is "glued" to the vertex. Then the texture is allowed
> > to stretch between vertexes.
>
> > What sort of texture coordinates you generate is entirely up to you.
>
> > A simple way to texture map a sphere is to wrap the texture into a
> > vertical cylinder around the sphere, then pull the top and bottom
> > towards the sphere, so you have singularities at the top and bottom of
> > the sphere.
>
> > If you generate your sphere as a bunch of horizontal bands, each having
> > equal angular size, and further subdivided around into equal patches,
> > then you can your use loop variables (band / patch index) to compute UV
> > coordinates. Just remember that UV are 0 to 1 (unless you want tiling).
>
> > -- Kostya
>
> > 27.12.2010 18:35, pedr0 пишет:
>
> > > But normal.x what is it?
>
> > > Is the abs(x) ?
>
> > > On 23 Dic, 20:41, Robert Green<[email protected]>  wrote:
> > >> UV unwrapping/mapping is standard practice in 3d games.  It's how the
> > >> artist lines up the textures onto the skin/model.
>
> > >> You're doing UV coordinate generation, which is similar but is
> > >> mathematically specified instead of placed by a 3D modeling
> > >> application.
>
> > >> On Dec 23, 12:37 am, pedr0<[email protected]>  wrote:
>
> > >>> What do you think about it?
> > >>>http://en.wikipedia.org/wiki/UV_mapping
> > >>> On 23 Dic, 09:19, pedr0<[email protected]>  wrote:
> > >>>> Thanks a lot,
> > >>>> especially at Robert Green for his very good explanation!
> > >>>> The absurd thing is that the code which I posted above is 100% right
> > >>>> in a iPhone iOS, but when I port the same code on the Android platform
> > >>>> I have these issues.
> > >>>> I will try to do what you are talking about normals and I let you know
> > >>>> about my progress!
> > >>>> Thanks again.
> > >>>> pedr0
> > >>>> On 23 Dic, 04:10, Mario Zechner<[email protected]>  wrote:
> > >>>>> On 22 Dez., 20:42, Robert Green<[email protected]>  wrote:
> > >>>>>> 3DVec normal = (sphereCenter - point).normalize();
> > >>>>> 3DVec normal = (point - sphereCenter).normalize();
> > >>>>> Or your world will be upside down. Unless my brain is totally
> > >>>>> borked :) (could well be, 4am here...)
>
> > --
> > Kostya Vasilyev -- WiFi Manager + pretty widget 
> > --http://kmansoft.wordpress.com

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