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Speeding up texture mapping onto a sphere in JS
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I had a quick look when you posted that. And the first thing I noticed was that you do things the other way around : you actually plot a pixel for every angle. This will result in gaps for large radius and a lot of overdraw for small radius. What you should do is start from the screen coordinates and compute the corresponding angles to figure the UV coordinate. I tried to make a sphere mapping, didn't do all the rotations but the basic rendering loop, and noticed that the size of the texture changes dramatically the speed. I don't remember if that was just in Opera or also in Firefox. Chrome was super slick. [url=http://www.p01.org/][sigrotate][img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_love.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_love_small.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_charly.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_dk.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_reason.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_galaxy.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_neon88x31.gif[/img]|[img]http://poi.ribbon.free.fr/files/p01_ozoneasylum_sig_teapot.png[/img][/sigrotate][/url]
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