I have a sphere with per-vertex normals and I m trying to derive the texture coordinates for the object using the algorithm:
U = Asin(Norm.X) / PI + 0.5
V = Asin(Norm.Y) / PI + 0.5
With a polka dot texture, I get:
Here s the same object without the texture applied:
The issue I m particuarly looking at (I know there s a few) is the misalignment of the textures.
I am inclined to believe the issue resides in my use of those algorithms, as the specular highlighting (which doesn t utilise any textures but does rely on the normals being correct) appears to have no artifacts.
Any ideas?