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May 20, 2014 at 1:17 history tweeted twitter.com/#!/StackGameDev/status/468561025575317505
May 19, 2014 at 18:19 vote accept Christoph
May 19, 2014 at 16:05 answer added bcrist timeline score: 3
May 19, 2014 at 14:05 history edited Christoph CC BY-SA 3.0
added links to gnomonic and perspective projection
May 19, 2014 at 12:09 comment added DMGregory Ah, if you use a perspective matrix, with your viewpoint at the center of the sphere, then what you get is called a Gnomonic projection. en.m.wikipedia.org/wiki/Gnomonic_projection - It may be worth updating your question to use this term, so others searching for it can find it.
May 19, 2014 at 8:42 comment added Christoph @bcrist I think that if you rephrase your comment as an answer, I can accept it. There might be a follow-up regarding camera angles, but that's a different question, if it really turns out to be a problem.
May 19, 2014 at 7:04 comment added Christoph @bcrist I think "perspective projection matrix" is the term I was missing. A rotation view matrix is probably just a rotation matrix as I already know it from mechanics? And yes, I want it to look like being at the sphere's center, looking at the sphere from the inside.
May 19, 2014 at 7:00 comment added Christoph @DMGregory a lower resolution far away from the view's center is not bad because the field of view is small (10° across).
May 19, 2014 at 0:01 comment added bcrist It's not really clear what kind of projection you're talking about. If you want it to look like you're inside a sphere looking at it's inside surface, you just need to convert your spherical coordinates to Cartesian coordinates and use a basic rotation view matrix and perspective projection matrix to convert points from world-space to clip-space.
May 18, 2014 at 23:47 comment added DMGregory Can I clarify what kind of projection you're looking for? Any one orthogonal projection won't have a constant resolution everywhere on the sphere. The resolution is greatest where the view vector is perpendicular to the sphere, and falls to zero in one axis where it's tangent to the sphere. Another option is equirectangular projection, which maintains equal latitudinal and longitudinal resolution everywhere, but is not equal-area: objects distant from the projection's equator are stretched horizontally, infinitely so at the poles.
May 18, 2014 at 17:34 review First posts
May 18, 2014 at 21:48
May 18, 2014 at 17:18 history asked Christoph CC BY-SA 3.0