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UV sphere with texture seam and pole fans

In your harnessMesh algorithmMIT

Build a latitude and longitude sphere with unit normals, a texture seam and one pole vertex per segment. Use it for globes, planets and any sphere that takes an equirectangular texture.

Render of UV sphere with texture seam and pole fans
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Entry points
uv_sphere, main
Parameters
radius, segments, rings
Complexity
O(segments * rings)
Axes
+Y up, metres

Limits. The seam and the pole vertices are duplicated for texture coordinates, so the mesh is closed only after welding coincident vertices. Pole triangles are thin and the faces are not equal in area; use an icosphere or a cube sphere for even tessellation. The polygon volume and area are below the true sphere's and approach them as segments and rings grow.

Details

Kind
Mesh algorithm
Engine
Python 3.10 or later
Files
10 files, 203.2 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
Spherical coordinates (polar angle, longitude), Equirectangular texture mapping
Tags
primitive, sphere, uv sphere, equirectangular, texture coordinates, gltf
Identity
library.supply.creative_originals.739fe31dc0df3056933cb59b.de13b942ea2c6cba
Version
de13b942ea2c6cba315c5d460dee2a4ff23a9c6754fee975d3dfca0e5e57841d

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

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