I've been using Blender for years (I paid my €50 toward the source) - and have been following this thread with interest - I've learnt more about Blender from this thread than I have for ages. I didn't know about any of the alternative texture mapping facilities...

So armed with these new techniques I've been trying to map either equirectangular or fisheyes onto a sphere for dome projection of panoramas via OSG. I'm having a lot of trouble though. The problem I have is that either of the two formats ( 2 fisheyes or equirectangular) have an aspect ration of 2:1, when I unpack my mesh, it appears as a net covering roughly half of the grey square that shows in the UV/Image window before you've loaded an image - which means it's 2:1. As soon as I load an image (2:1) the unwrapped mesh 'squeezes' itself to 4:1 covering only half my texture.

This tutorial:


Seems to be doing exactly what I need. This section:


Shows almost exactly what I'm up to - and if you look in the UV/Image editor he has a 2:1 texture with an undistorted unwrapped mesh....

Any ideas what I'm doing wrong.

Yours

Pete


Pete Carss - Research Assistant, Immersive Vision
[ i ][>][...] - Institute of Digital Art and Technology
CETL (Centre for Excellence in Teaching & Learning)
Experiential Learning in Environmental & Natural Sciences
University of Plymouth, Drake Circus, Plymouth, PL4 8AA, Devon, UK


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