   Texture on procedural sphere
  Hi all, I have a procedural geosphere that I have created and im trying to texture it. Its almost complete except for a thin grey(mesh colour) line that runs around the center of the sphere. Im using the first sphere mapping code on: http://local.wasp.uwa.edu.au/~pbourke/texture_colour/spheremap/Anyone have any ideas on what is causing the line?[edit]If I use a lower detail sphere this is what I get. One face is missing the texture (I think its the bottom face)Thanks for any help.   
  Hey,I had the exact same problem ;-)kind regardsUncle   ;  your a ledgend! Could you tell me How you add the extra column of verts to line up with the first? I understand the problem now but a bit confused on how to implement the solution.[Edited by - Helo7777 on February 27, 2008 1:05:10 AM];  To quote your link:quote:When rendering the last section, the texture coordinate will be interpolated between 0.8 and 0.0 but what you want is for it to interpolate from 0.8 to 1.0. So you need to add an extra column of vertices that lines up with the first column...These two columns of vertices share the same positions  /   +----+----+----+----+----+ |    |    |    |    |    | |    |    |    |    |    | +----+----+----+----+----+0.0  0.2  0.4  0.6  0.8  1.0end quote.Ok, so if I understand this correctly, if a vert is detected at 0.8 I need to duplicate that vert then set its u or v coordinates to 1.0.Is that correct?   ;  Sorry about all the posts, Ok I understand how it works now but... how do I add the extra verts without messing up the mesh? I tried it and just ended up with random triangles around the seam   ;Quote:Original post by Helo7777Ok, so if I understand this correctly, if a vert is detected at 0.8 I need to duplicate that vert then set its u or v coordinates to 1.0.Is that correct?The vertices in question have the texture co-ordinate of 0! Duplicate just those and set those texture co-ordinate of the duplicates to 1. In the cited example the last vertex row before them show a texture co-ordinate of 0.8 (in your concrete case it may be another). However, cut those vertex row from the one with texture co-ordinates 0 and connect them with the duplicated ones. Some art: Instead of ||||-+-----+-----+-----+- v=0.2 |||| ||||-+-----+-----+-----+- v=0.0 |||| ||||-+-----+-----+-----+- v=0.8 ||||like the cited example, or also possible (but also wrong) ||||-+-----+-----+-----+- v=0.2 |||| ||||-+-----+-----+-----+- v=0.0 |||| ||||-+-----+-----+-----+- v=1.0 ||||you need something like ||||-+-----+-----+-----+- v=0.2 |||| ||||-+-----+-----+-----+- v=0.0-+-----+-----+-----+- v=1.0 (duplicated row) |||| ||||-+-----+-----+-----+- v=0.8 ||||where the vertices (+ marks) at v=0 and v=1 overlap in reality.Perhaps you should do the steps of duplication, cutting and connecting in a vertex-by-vertex manner. How to do this exactly depends on how you generate the mesh.   ;  Hello,I don't know how you generated the geosphere, but the way I did it was to start from an octahedron which I subdivided.I made sure the duplicate vertices were already in the base mesh. This way the subdivisions also had duplicated vertices. kind regardsUncle;  thanks haegarr, that made things clearer.UncleRemus - It sounds like The sphere I created is made in the same way you created yours. This may sound a little stupid but how did you check if the duplicate vert was already in the base mesh? Did you:- subdivide the octahedron - then find that a vert needed to be duplicated- then subdivide that vert n times   ;  I didn't check anything, I just added it manually to the base mesh. But as a picture says more than a thousand words (well maybe a hundred words as it's programmer art ;-) ) :kind regardsUncle[Edited by - UncleRemus on February 27, 2008 5:43:33 AM];  oohhhhh ok, (I liked the programming art comment too ha ha).All makes sense now.Thanks for the help.   