seamless sphere texture

Blitz3D Forums/Blitz3D Programming/seamless sphere texture

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

"Yes, but those will be on the 1-2 pixel space of the UV maps top - which I just color "uniformly".

That doesn't make sense.

I am not talking about the tiny polygons at the very top of the sphere. I am talking about the "quads" if you can even call them that, that you claim improve the texturing that you create just below by subdividing the polygons one more time near the top. Those "qauds" would have degenerate triangles on one side of each quad with the other being formed by a regular triangle.