wololooo

01-01-2017, 04:17 PM

I need to draw a sphere that has half of the surface of one color and half of another color. At the moment, I am using glusphere with a texture and is fine. My problem is that I would like to fill the inner latitudal circles like in the attached image . I suppose that by using glusphere I cannot do that. That is why I was thinking in drawing the sphere using vertexes like the code that I attach here. In that code the first for loop increments by lat/4 so you will only see 4 circles (just to test). Circles inside are filled fine but,

How can I paint the outer surface between that circles?

Is there any way to agroup all vertexes so I just need to call traslate and rotate once?

Do you think in a better way to do what I want?

My solution needs to run in a PC as an animation. I am using JOGL.

2320

float rgba[] = {1f,0f,0f};

gl.glMaterialfv(GL.GL_FRONT, GL2.GL_AMBIENT, rgba, 0);

gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, rgba, 0);

gl.glMaterialf(GL.GL_FRONT, GL2.GL_SHININESS, 1f);

gl.glEnable(gl.GL_POLYGON_SMOOTH);

gl.glPolygonMode(GL.GL_FRONT_AND_BACK, gl.GL_FILL);

int r=1;

int lats = 64;

int longs = 64;

int i, j;

for(i = 0; i <= lats; i+=lats/4) {

double lat0 = Math.PI * (-0.5 + (double) (i - 1) / lats);

double z0 = Math.sin(lat0);

double zr0 = Math.cos(lat0);

double lat1 = Math.PI * (-0.5 + (double) i / lats);

double z1 = Math.sin(lat1);

double zr1 = Math.cos(lat1);

gl.glBegin(gl.GL_POLYGON);

for(j = 0; j <= longs; j++) {

double lng = 2 * Math.PI * (double) (j - 1) / longs;

double x = Math.cos(lng);

double y = Math.sin(lng);

gl.glNormal3d(x * zr0, y * zr0, z0);

gl.glVertex3d(x * zr0, y * zr0, z0);

gl.glNormal3d(x * zr1, y * zr1, z1);

gl.glVertex3d(x * zr1, y * zr1, z1);

}

gl.glEnd();

}

How can I paint the outer surface between that circles?

Is there any way to agroup all vertexes so I just need to call traslate and rotate once?

Do you think in a better way to do what I want?

My solution needs to run in a PC as an animation. I am using JOGL.

2320

float rgba[] = {1f,0f,0f};

gl.glMaterialfv(GL.GL_FRONT, GL2.GL_AMBIENT, rgba, 0);

gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, rgba, 0);

gl.glMaterialf(GL.GL_FRONT, GL2.GL_SHININESS, 1f);

gl.glEnable(gl.GL_POLYGON_SMOOTH);

gl.glPolygonMode(GL.GL_FRONT_AND_BACK, gl.GL_FILL);

int r=1;

int lats = 64;

int longs = 64;

int i, j;

for(i = 0; i <= lats; i+=lats/4) {

double lat0 = Math.PI * (-0.5 + (double) (i - 1) / lats);

double z0 = Math.sin(lat0);

double zr0 = Math.cos(lat0);

double lat1 = Math.PI * (-0.5 + (double) i / lats);

double z1 = Math.sin(lat1);

double zr1 = Math.cos(lat1);

gl.glBegin(gl.GL_POLYGON);

for(j = 0; j <= longs; j++) {

double lng = 2 * Math.PI * (double) (j - 1) / longs;

double x = Math.cos(lng);

double y = Math.sin(lng);

gl.glNormal3d(x * zr0, y * zr0, z0);

gl.glVertex3d(x * zr0, y * zr0, z0);

gl.glNormal3d(x * zr1, y * zr1, z1);

gl.glVertex3d(x * zr1, y * zr1, z1);

}

gl.glEnd();

}