Hi Jean
> By planar mapping effect, do you mean that you'll see where the polygons of
> the sphere intersect w/ the plane? If so, you could probably get around that
> by translating the plane in -z by a bit before attaching it to the
No I rather mean that it's only a 2D structure not 3D. So you don't see
a difference in depth at all. Same effect when using sprites in early 3D
games. (like Doom) But that's only visible if you get close enough. But
the effect you descripe above is of course noticeable, too.
> Do you mean you could apply a 2D turbulence function to the texture map?
> That might be a nice effect.
Not quite. your texturemap has to be a 2d turbulence. But to do that you
need a constant update of your texture.
EOF,
J.D.
--
Realtime Raytracer in JAVA
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