Does anyone have any ideas on texture mapping a sphere? I'm trying to a fractal based world MMORPG engine. So far I have the basic terrain generation, LOD, collision detection and my avatar chase camera working. I also have normal generation.
The only way I can think of doing this properly is to use procedural textures. It seems any other method will either give you A) Major compression (probably at the polls) B) One or more seams running though the landscape or C) Really crappy texture maps because the four sides would all have to match each other to get rid of the seams.
Even with procedural generation I'll have to do some tricks to fix up the seams unless I use 3D noise. However the problem I can see with 3D nose is that if you are tying to use a procedural texture with coarse features your LOD will change the coordinates and therefore change the pattern. For the actual geometry generation I managed to write some special code that fixes seams for doing 2D perlin noise generation on a sphere. The result looks like this:
I suppose I can write the same thing if I really had to on in HLSL, however it sounds like a big pain in the ass not being able to use the built in noise() function and also I don't have double precision at my disposal as I do on the CPU.
So now for the question; does anyone know if this type of thing (or something similar) has been solved and if so can you point me in the right direction? I'm thinking I might be kind of out on a limb on this one but it never hurts to throw out a question or two before writing code.