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May 28, 2016 at 6:08 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Nov 27, 2015 at 1:38 history tweeted twitter.com/StackGameDev/status/670054062969233408
Nov 25, 2015 at 6:46 comment added DMGregory I have an animated gif demonstrating a similar distortion in this answer — is that the kind of thing you're looking for? In this example it's not an exact analytical solution, just a tweak to subjectively improve the uniformity of the sphere projection in terms of area per grid cell. The angular distortion at the corners remains the same. If that's useful to you I can post the formula I used.
Aug 26, 2015 at 14:41 history edited Kromster CC BY-SA 3.0
deleted 27 characters in body
Jul 27, 2015 at 13:29 answer added MickLH timeline score: 2
S Jul 27, 2015 at 11:21 history suggested Andrew Wilson
Removed physics tag. Has nothing to do with physics.
Jul 27, 2015 at 10:48 review Suggested edits
S Jul 27, 2015 at 11:21
Jul 21, 2015 at 12:36 comment added akaltar If that would be an answer to your question, then please make it an answer and elaborate on the technique you used. Also if you are working with a subset of textures, noise in the example, then you should have added that to your question.
Jul 21, 2015 at 8:51 comment added Ace I've solved this problem by directly generating the noise textures the way they should be projected onto the sphere.
Jul 20, 2015 at 13:56 comment added akaltar If you want to achieve what is seen on B rihgt, you can simply use planar mapping, but this isn't going to be seamless. As you see the texture edges don't match the cubesphere edges.
Jul 20, 2015 at 10:43 history asked Ace CC BY-SA 3.0