07-05-2003, 11:07 PM
I want to simulate a billiard ball rolling and spinning, by texturemapping a circle. How can i do that?
An idea is divide the sphere by a mesh of triangles and map each triangle individually. But it seems too much work for a ball that will never be greater than 50 pixels.
The idea i used in my Earth spinning demo, a cylindrical texture maped into the sphere was good in that case, were the poles were never shown an the mapping formula was constant. In the case of the billiard ball the poles can move around and i should recalculate it continuously, so the amount of work would be bigger than with a mesh.
Any suggestion?
Has this been done in qb?
An idea is divide the sphere by a mesh of triangles and map each triangle individually. But it seems too much work for a ball that will never be greater than 50 pixels.
The idea i used in my Earth spinning demo, a cylindrical texture maped into the sphere was good in that case, were the poles were never shown an the mapping formula was constant. In the case of the billiard ball the poles can move around and i should recalculate it continuously, so the amount of work would be bigger than with a mesh.
Any suggestion?
Has this been done in qb?