   directX :  Problem in Sphere Texture Mapping
  Hi, I'm new developer. I have a problem relate to sphere texture mapping.The code i wrote the code to create texture as function below: protected Texture CreateOverlayTexture(string image)    {    string path = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location);   Texture t = TextureLoader.FromFile(device, @path + "\\" + image);    return t;} The code for create sphere vertex function is :  private void CreateSphereVertex()    {   sphereMesh = Mesh.Sphere(device, 1.0f, 130, 500);   VertexFormats format = VertexFormats.PositionNormal | VertexFormats.Texture1;   Mesh tempSphere = sphereMesh.Clone(sphereMesh.Options.Value, format, device);   sphereMesh.Dispose();   sphereMesh = tempSphere;CustomVertex.PositionNormalTextured[] verts =   (CustomVertex.PositionNormalTextured[])sphereMesh.VertexBuffer.Lock   (0, typeof(CustomVertex.PositionNormalTextured),   LockFlags.None, sphereMesh.NumberVertices);    for (int i = 0; i < verts.Length; i++)   { verts.Y * verts.Y + verts.Z * verts.Z));   float v = (float)(Math.Acos(verts.Y) / Math.PI);  float u = (float)((Math.Atan2(verts.Z, -1 * verts.X) / Math.PI + 2.5f) * 0.5f);   verts.Tu = u;  verts.Tv = v;}   sphereMesh.VertexBuffer.Unlock();}  However, the sphere display a split line. You can view the result from this link :http://cid-26aa6206f749ee6e.skydrive.live.com/self.aspx/.Public/texturemap.pngMay i know how to solve this problem to delete that split line?Thank you very much :p
  Its probably a singularity caused by the trig math (the equation probably explodes towards +-infinity somewhere)   ;  Then any idea to solve this trig math?Thanks   ;  Finally , I solve the problem by this code : device.SetRenderState(RenderStates.Wrap0, true);Thank you very much   