Original Post
Hey all,
Well i can honestly say i''ve spent all day trying to get this working, so no-one can say that i haven''t tried before resorting to asking the more experienced of you out there =)
Im trying to get Spherical environment mapping to work in my app. I''ve picked apart the DX7 sample which does this, using the teapot X model. So heres where I am so far, i''ve calculated normals for each face, and also each vertex and they are stored away safely =) But unfortunately in my engine i have flat faces (i.e a cube) each poly with it''s own set of 3 vertices, so each vertex normal will in effect be the same as the face normal (so the vertex normals are of no use to me in this case). This presents a major problem, since the spherical environment mapping seems to just use 1 texel per face (at least thats what it looks like, but basically it''s screwed =) As far as i can see it''s all implemented perfectly assuming that i''m using the teapot model =) hehe, but not for my real world data.
Has anyone got any advice or can point me to a Direct3d IM tutorial on this (i''ve looked all over the net for a decent sample, but all i find is forumlas and theory which i''m afraid to say I can''t translate into code =(
Thanks in advance for any help you can give
Adam