Original Post
I need to apply tiled textures to a spherical object and each of the methods I've tried either converges or leaves a "stretched" region at the equator along one of the axes. I've tried three different methods, which are: (1) u = x / sqrt(x*x + y*y + z*z); v = y / sqrt(x*x + y*y + z*z); This is from Wikipedia. (2) v = arccos(z/r) / pi u = ( arccos(x/(r sin(v pi))) ) / (2 pi) This is from Paul Bourke's page. (3) tu = asin(Nx)/PI + 0.5 tv = asin(Ny)/PI + 0.5 This is from this page. As far as I can see (1) and (3) should not work as these doen't incorporate the z axis. However, I'm not sure why I can see definite convergence using method (2). In fact, aren't these cylindrical texture mapping methods instead? PS - my source data is sphere normals (as in normalized vectors from the center of the sphere), which should be the source data for each of the three methods. Any ideas/comments? :P