   waves on a sphere
  HI.I'm trying to implement it with the wave sin algorythm.Cause its not a plane im working with vertex normals ,but i can't get it to work properly...I found a way to make it work but the whole sphere mesh ends up deforming to0 much and loosing it's "world" form...Any help or reference code will be appreciated.   
  This shouldn't happen unless you are not starting from your original sphere data each time and are getting a cumulative arithmetic error of some sort. Maybe that's your problem.  It's hard to tell without more details.   ;  Thnx Polypterus.You were kinda right(some trash variable..).I managed to make the thing work.I apply the wave sin algorythm to each vertex and on x y and z coordinates and looks pretty cool.Kinda random and out of control but cool.I'm experimenting with different values on the algorytm.I would like to apply distortion of some kind or noise or random wave height or any other nice stuff.Any ideas or advices?? Think the code looked like that.can't remember exactly....The main problem was to adapt the code from a plane to a sphere.And i haven't found references on the net.for each vertexVertex_x=frequency+Sin(Vertex_z*300+Vertex_y*400)*0.01Vertex_z=frequency+Sin(Vertex_x*300+Vertex_y*400)*0.01Vertex_y=frequency+Sin(Vertex_x*300+Vertex_z*400)*0.01VertexPos(Vertex_x,Vertex_Y,Vertex_z)end simplistic...thnx in advance.[Edited by - the heca on April 29, 2009 10:13:57 AM]