Hi all, After doing some reading on fractals, I wrote a small app to apply Perlin noise to deform a sphere primative. It worked great, producing a irregular bumpy sphere, but there was on problem. At the poles and alone the rear of the sphere, I noticed tearing and cracking in the mesh.
Switching to wire frame and point view in the shader showed the problem... extra vertices in the mesh. Instead of the faces bordering the north pole sharing the north pole vertex, each face has its own north pole. Ditto for the south pole and the rear seam of the sphere. Is there a good reason for this? Possible solutions could be to produce a custom sphere mesh or to make sure my deformation code offsets the "cloned" vertices an identical amount. If anyone knows of a way to make the sphere primitive not have those extra vertices, I'd appreciate knowing how, but I'm guessing the best way will be to produce a custom mesh. Thanks, Kevan Dettelbach Lunny Communications [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
