hi everyone,
my goal is to render the sun. my question is: how to do it ?
currently i’m trying to get it done with transform feedback and a double-bufferd sphere:
captured vertex type:
struct Vertex_PT {
vec3 Position;
vec2 TexCoord;
};
the image i’m using look like that:
http://www.solarsystemscope.com/assets/texture_pack/pl_sun.jpg
i’m stuck, i dont know how to do it, what texture parameters are useful, what approach is “best” …
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i could use 2 (or more) versions of the texture, and just (linear) interpolate the color between them depending on the passed time
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i could use 1 texture, but do some calculations with the texcoords, BUT the trick is that thesehave to be repetitive ! i mean that after some time, the have to return ALL to their original texcoord (or somwhere near them), otherwise the image gets distorted / visually “tears apart”
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dont use texture at all, do some calculation like:
vec4 fragmentcolor = basecolor + timedependentcolor;
but the trick here is to make “timedependentcolor” continuously, in respect to time and fragcoords
any suggestions / solutions are welcome !!