Drawing Spheres without the gluSphere() Function in OpenGL
Drawing spheres in OpenGL is a common task, but it can be challenging to avoid using the pre-made gluSphere() function. This function creates a sphere with a predefined number of vertices and faces, which may not be suitable for all applications.
Triangle-Based Approach
One alternative is to create a sphere based on a platonic solid, such as an octahedron. By recursively breaking down the triangles of the solid into smaller triangles, you can approximate the smooth curvature of a sphere.
Normalization for Optimization
To ensure all points on the sphere are equidistant from the center, a technique called normalization is employed. This involves adjusting the distances between points to create a radius constant across the sphere.
Understanding Normalization
Normalization can be illustrated in two dimensions. Given points A and B separated by a distance of 6 units, we can find a new point C that is collinear with A and B but at a distance of 12 units from A using the following formula:
dx = dx * length / distance(a,b) dy = dy * length / distance(a,b)
Extension to Three Dimensions
By adding a dz component to the normalization function, the technique can be extended to three dimensions. This results in a sphere rather than a circle, where the triangles bulge out to form a curved surface.
Subdivision for Smoothing
The more times the triangles are recursively subdivided, the smoother the resulting sphere becomes. This technique is similar to what can be observed on the Epcot Sphere, where a dodecahedron with bulged-out faces is used to create the illusion of a more spherical shape.
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