I am trying to have a JavaFX 3D Sphere, textured with a texture of the earth. The texture is this one (from Wikipedia, an equirectangular projection):
The sphere is rendered as follows:
You can clearly see that, at the poles, the texture is not preserving the proportions anymore. I found a bug files on the openJDK system, which I think is related to this behaviour: https://bugs.java.com/bugdatabase/view_bug.do?bug_id=8092112
Sadly, in 7 years nobody made the change that the person filing the bug requested. Do you know if there is an alternative way to properly render an equirectangular sphere projection on a JavaFX 3D Sphere?
Just for reference, the code that I using is:
Sphere earthSphere = new Sphere(EARTH_RADIUS, 256); PhongMaterial material = new PhongMaterial(); material.setDiffuseMap(new Image(Main.class.getResourceAsStream("/images/earth2.jpg"))); earthSphere.setMaterial(material);
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Answer
At the end I implement it myself using a mesh, for the purposes I needed for. Here is the code, in case you are interested (it will end up in a GitHub project anyway):
public static Group createEarthSphere() { // Use triangular mesh int latLevels = 90; int lonLevels = 180; TriangleMesh mesh = new TriangleMesh(VertexFormat.POINT_NORMAL_TEXCOORD); double radius = EARTH_RADIUS; double latIncAngle = (Math.PI/latLevels); double lonIncAngle = (Math.PI * 2)/lonLevels; double textLatIncr = 1.0/latLevels; double textLonIncr = 1.0/lonLevels; int currentPointOffset = 0; int currentNormalOffset = 0; int currentTextOffset = 0; for(int i = 0; i < latLevels; ++i) { for(int j = 0; j < lonLevels; ++j) { // The point list is: top left - bottom left - bottom right - top right // The faces-normal points are: (0,0) (1,1) (2,2) (0,3) (2,4) (3,5) Point3D tp1 = new Point3D(0,radius * Math.cos(Math.PI - (i * latIncAngle)), radius * Math.sin(Math.PI - (i * latIncAngle))); Point3D tp2 = new Point3D(0,radius * Math.cos(Math.PI - (i * latIncAngle + latIncAngle)), radius * Math.sin(Math.PI - (i * latIncAngle + latIncAngle))); Point3D topLeft = new Rotate(Math.toDegrees(j * lonIncAngle), new Point3D(0, 1, 0)).transform(tp1); Point3D bottomLeft = new Rotate(Math.toDegrees(j * lonIncAngle), new Point3D(0, 1, 0)).transform(tp2); Point3D bottomRight = new Rotate(Math.toDegrees(j * lonIncAngle + lonIncAngle), new Point3D(0, 1, 0)).transform(tp2); Point3D topRight = new Rotate(Math.toDegrees(j * lonIncAngle + lonIncAngle), new Point3D(0, 1, 0)).transform(tp1); // Compute normals Point3D topLeftNormal_1 = computeNormal(topLeft, bottomLeft, bottomRight); // 0 Point3D bottomLeftNormal_1 = computeNormal(bottomLeft, bottomRight, topLeft); // 1 Point3D bottomRightNormal_1 = computeNormal(bottomRight, topLeft, bottomLeft); // 2 Point3D topLeftNormal_2 = computeNormal(topLeft, bottomRight, topRight); // 3 Point3D bottomRightNormal_2 = computeNormal(bottomRight, topRight, topLeft); // 4 Point3D topRightNormal_2 = computeNormal(topRight, topLeft, bottomRight); // 5 // Add points mesh.getPoints().addAll((float) topLeft.getX(), (float) topLeft.getY(), (float) topLeft.getZ()); // 0 mesh.getPoints().addAll((float) bottomLeft.getX(), (float) bottomLeft.getY(), (float) bottomLeft.getZ()); // 1 mesh.getPoints().addAll((float) bottomRight.getX(), (float) bottomRight.getY(), (float) bottomRight.getZ()); // 2 mesh.getPoints().addAll((float) topRight.getX(), (float) topRight.getY(), (float) topRight.getZ()); // 3 // Add normals mesh.getNormals().addAll((float) topLeftNormal_1.getX(), (float) topLeftNormal_1.getY(), (float) topLeftNormal_1.getZ()); // 0 mesh.getNormals().addAll((float) bottomLeftNormal_1.getX(), (float) bottomLeftNormal_1.getY(), (float) bottomLeftNormal_1.getZ()); // 1 mesh.getNormals().addAll((float) bottomRightNormal_1.getX(), (float) bottomRightNormal_1.getY(), (float) bottomRightNormal_1.getZ()); // 2 mesh.getNormals().addAll((float) topLeftNormal_2.getX(), (float) topLeftNormal_2.getY(), (float) topLeftNormal_2.getZ()); // 3 mesh.getNormals().addAll((float) bottomRightNormal_2.getX(), (float) bottomRightNormal_2.getY(), (float) bottomRightNormal_2.getZ()); // 4 mesh.getNormals().addAll((float) topRightNormal_2.getX(), (float) topRightNormal_2.getY(), (float) topRightNormal_2.getZ()); // 5 // Add texture float[] p0t = { (float) (i * textLatIncr), 1.0f - (float) (j * textLonIncr) }; float[] p1t = { (float) (i * textLatIncr + textLatIncr), 1.0f - (float) (j * textLonIncr) }; float[] p2t = { (float) (i * textLatIncr + textLatIncr), 1.0f - (float) (j * textLonIncr + textLonIncr) }; float[] p3t = { (float) (i * textLatIncr), 1.0f - (float) (j * textLonIncr + textLonIncr) }; mesh.getTexCoords().addAll( p0t[1], p0t[0], p1t[1], p1t[0], p2t[1], p2t[0], p3t[1], p3t[0] ); // Add faces mesh.getFaces().addAll( currentPointOffset + 0, currentNormalOffset + 0, currentTextOffset + 0, currentPointOffset + 2, currentNormalOffset + 2, currentTextOffset + 2, currentPointOffset + 1, currentNormalOffset + 1, currentTextOffset + 1, currentPointOffset + 0, currentNormalOffset + 3, currentTextOffset + 0, currentPointOffset + 3, currentNormalOffset + 5, currentTextOffset + 3, currentPointOffset + 2, currentNormalOffset + 4, currentTextOffset + 2 ); currentPointOffset += 4; currentNormalOffset += 6; currentTextOffset += 4; } } MeshView meshView = new MeshView(mesh); meshView.setCullFace(CullFace.BACK); PhongMaterial material = new PhongMaterial(); material.setDiffuseMap(new Image(Main.class.getResourceAsStream("/images/earth.jpg"))); meshView.setMaterial(material); return new Group(meshView); } private static Point3D computeNormal(Point3D p1, Point3D p2, Point3D p3) { return (p3.subtract(p1).normalize()).crossProduct(p2.subtract(p1).normalize()).normalize(); }
The result is:
Now everything is exactly where it should be, and lat/lon are correctly matching the texture.