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Icosphere by recursive subdivision

In your harnessMesh algorithmMIT

Build an evenly tessellated sphere by splitting a regular icosahedron into four triangles per face and projecting onto the sphere. Use it for physics bodies, planets and smooth balls.

Render of Icosphere by recursive subdivision
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Entry points
icosahedron, icosphere, main
Parameters
radius, subdivisions
Complexity
O(20 * 4^subdivisions)
Axes
+Y up, metres

Limits. No texture coordinates: an icosphere has no seam-free UV layout; add a spherical projection if needed. Triangles are close to equal but not identical in size (edge lengths vary by about 20 percent at three levels). The polygon volume is below the true sphere's.

Details

Kind
Mesh algorithm
Engine
Python 3.10 or later
Files
10 files, 200.3 KB
Licence
MIT
Declared effects
reads files, runs commands, writes files
Checked with
Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
Checks
generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
Techniques
Regular icosahedron from three golden rectangles, Loop-free 1-to-4 midpoint subdivision, Radial projection to the sphere
Tags
primitive, sphere, icosphere, icosahedron, geodesic, subdivision
Identity
library.supply.creative_originals.cd0a90a65f78add3bc5a98d1.f582515a00c85c5e
Version
f582515a00c85c5e98a51159179c237c6eafea3dc324cf28f96a6ce34c13ec2b

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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