   UV mapping a sphere in shader
  I have a sphere that I'm going to use as a skybox, and I need(because I can't do it propperly in Blender) to generate the texture coordinates in the shader. I have a 360° texture that I want to wrap around the sphere, similar to this one:http://mpan3.homeip.net/content/resources/earth-thumb/day-overcast.jpgAnyway, everything works fine, except where I the texture will "seam" back together, then the texture repeats itself entierly instead of wrapping back to 0.Not entierly sure how to fix this.This is how i calculate the coords now (in CG):(NOTE that coords are Z-up!)float2 normd = normalize(vtx_position.xy);// texture coordinatesfloat deg = atan2(normd.y, normd.x);deg = degrees(deg);if (deg < 0)deg += 360;deg /= 360;l_newUV.x = deg;l_newUV.y = vtx_position.z;Btw the sphere has a radius of 1, so that the y coord is correct.If it helps, this is sort of how it looks now (wireframe overlaid):http://www.steik.org/dump/uv.jpg Ps, I know that "deg" is calculated correctly and is always in the range of 0 to 1Pps.. here is the model, for reference:http://www.steik.org/dump/icosphere.jpg   
  The technique outlined by Robert Dunlop (http://www.mvps.org/directx/articles/spheremap.htm) should work fine for your dome although you'll probably have to make adjustments for the v component.Regards,ViLiO   